COW 2.0 battle calculator

I still have a lot to work on, but I wanted to go ahead and publish this to help motivate me to focus better. The basic mechanics should be implemented. In particular, the multi-stack targeting, defense, and damage distributions are implemented as described in the wiki and expounded upon further by freezy. The special defense against planes is not yet implemented, so planes will currently do better in the calculator than in the game. Fixing this is my top priority so planes should be working properly soon. There are likely bugs and general issues so let me know if you find any. The url is the same as before: http://dxcalc.com/cow

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z00mz00m wrote:

It would be helpful to have some notes on the page saying which unit attacks at what distance.
Well there's not much too it, most ranged units, artillery etc have 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 zero.

DxC wrote:

z00mz00m wrote:

It would be helpful to have some notes on the page saying which unit attacks at what distance.
Well there's not much too it, most ranged units, artillery etc have 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 zero.

There you go, just copy-paste that in the HTML :)

Ok, I'll add it to the help page.

I've added patrolling to the calc. Just select "patrol" as the terrain type.

If both planes are patrolling, and one side or the other ticks, which setting do we use?

Both patrol, or (non tick) side to air?

Didn't battleships just received a range buff recently?

z00mz00m wrote:

If both planes are patrolling, and one side or the other ticks, which setting do we use?

Both patrol, or (non tick) side to air?

Whichever tics is attacking so specify a target for the ticking plane. If both are ticking select target for both. The only difference between side A and side B is that if two stacks are attacking each other side A attacks first.

Z. Sakki wrote:

Didn't battleships just received a range buff recently?
Not sure. Their unit info says range is 75.

110 = Axis RRG

100 = Normal RRG

75 = Battleship

50 = Cruisers and all forms of artillery

What are 40 and 30 used for?

z00mz00m wrote:

What are 40 and 30 used for?
From the help page:

  1. "Positions can be set to prioritize targeting switches for ranged units when a stack dies. For example, if stack A1 is targeting B1 and B1 dies, but side B also has stacks B2 and B3, which of these will A1 target next? If the positions of B2 and B3 are different, then A1 will target the closer one. The positions 30, 40, 50, and 75 are for specifying these different relative positions for ranged unit targets. Note that if a ranged unit is bombarded or melee attacked and a target was not specified by the user, it will attack that stack back even if there is a closer stack to it that is not attacking it."

The idea is that once a ranged unit kills a stack it will attack another stack if it's in range. The different position are to allow different new targets to be auto targeted. If there are multiple enemy stacks the ranged stack will attack the closer one. If multiple enemy stacks are in range and at the same position one of them will be selected, but all of them will receive damage via splash damage based on stack and class proportions as explained in call of war wiki under combat.

Wow, ok!

Somehow I neglected to add rare materials to the cost of the battle so it was always showing 0. This is now fixed.

Land units are now allowed to melee battle sea units. For example, infantry vs transport ships. Let me know if you notice anything off.

Added rockets, nuclear bombers, paratroopers, and airplane convoys.

It would be nice if the calculator was updated to account for the new balance changes

"I don't know jeff!"
Chris kamara

The fact that this calculator seems to still be worked on is a miracle. I wish I had found this earlier!


CarKing the 6th of the Abrahamic Caliphate

Thank you @DxC

AMG Morgan wrote:

It would be nice if the calculator was updated to account for the new balance changes
It should be updated. If you notice a problem let me know. The 5/30 updates should have been updated around that time and the 6/27 updates were updated yesterday.

Your tool is awesome. Tack on some UI polish, and sell it as an HC Plus Plus feature.

Love the tool man - awesome work. It's inspired me to try to build my own tools/calculators, and your contributions to the community about how things are calculated are priceless.

Thanks on behalf of everyone who cares about getting deep into the game mechanics!

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