I think I can figure out a way to keep the existing levels.
Thanks for all of the feedback everybody!
I recently launched a new project to create a true odds Axis & Allies battle calculator. The nice thing about using true odds is that it is significantly faster and more accurate than a Monte Carlo simulation. Results are nearly instantaneous.
It’s in beta for the time being while I work out the bugs. I do plan on charging for it eventually but it’s free while in beta. Patrons Silver and below will get a discount, Gold and above will get it for free. I know there are free ones out there but none of them perform like this.
So far I only have 2 games covered: Anniversary Edition and Classic.
Please provide bug reports, feedback, and feature requests here.
For features,
Would you like a history of previous calculations?
Would you like to compare two calculations side by side?
@djensen
This looks great. I do have an issue with anniversary calculator. I put in naval battle. Two subs and a fighter against a battleship and a transport. The results don’t seem correct. On the defender IPC loss.
@djensen
Also I thought tanks were 5 IPC in anniversary per the rule book.
@LincolnHawk Thanks for the feedback. There is definitely a problem with the IPC counts.
I thought I fixed the tank IPC problem but sure enough it’s still there.
Fixed! Check out the release notes: https://www.axisandallies.org/battle-calculator/changelog/
Love this thing! I’m a huge fan of the option to select the number of rounds of battle to calculate, and I also like seeing the average ipc advantage for each battle.
I did spot what might be one small issue. Reviewing the detailed outcomes panel for a couple of battles, I saw an undamaged battleship listed as the only surviving unit. (Example below) 
I’m not sure if this is the calculator selecting not to take the hit on the battleship in some iterations, or just an issue in the reporting of what survived.
Thank you for putting this together!

@AdamGameSmith Lol. I see the problem. In the OOL “Battleship” should be first and “Battleship (Damaged)” should be last.
On top of that, we should not allow the the order to be incorrect.
Thanks for reporting this!
I fixed the bugs. Thanks for the report.
@djensen Wow, this calculator is lightning fast.
I would definitely enjoy a “clear” button to zero out all units.
A “swap sides” button would be super convenient.
“Must take territory/ Kill one land unit last” would be helpful as well.
If you are able to make it more complex, it would be great to have the option to calculate two wave attacks.
@PGsquig said in New Odds Battle Calculator:
it would be great to have the option to calculate two wave attacks.
What do you mean by two wave attacks? Can you provide an example?
@djensen
For example, say we’re playing 1942 and I’m the Allies.
I’d want to be able to calculate my odds to take Berlin if UK attacks and then US immediately attacks in the same round. There should also be an option to add reinforcements since Japan will get a chance to add units to Berlin before the US turn.
This calculator in advanced mode allows for two (and three) wave attacks: https://aa1942calc.com/
@PGsquig Got it. I’ll add that to the todo list.
@PGsquig - An interesting multi-wave feature in the link you shared. While helpful for assessing initial attack units to be marshalled at the front, in practical play, it seems you would be re-assessing after the first roll of wave one anyway, and then completely re-assessing at the start of the next country’s turn/assualt.
Said another way, if the first assualt goes sideways for the attacker, I would hope one would not blindly commit to sending in wave 2, regardless of wave 1 outcome.
Said yet another way, how useful is a multi-wave calculator, vs. re-assessing each wave with a solid, single wave calculator?
@SeaYa I agree that I’d re-evaluate after the first wave. I’d absolutely want to know what my chances are overall before I launch the first wave, though, which is why the two-wave function is so important.
@PGsquig - sure, that makes sense. Depending on a hard take (want to hold territory after capturing) vs. soft trade (only want to capture, assume lost next turn) it’s nice to see the confidence intervals around units left.