New odds calc for AAAE



  • Well the group I play with recently bought the anniversary edition, and since no one else seems to have made one so far, I updated my calculator for the new rules like different unit values, bombardment not insta-kill, planes not hitting subs without destroyers present, ect.

    You can get all the possible results by pressing the details button.  Just hold the mouse over to see what units are left for each outcome.
    You will need Java installed to run it.  It should work on any OS.

    http://www.filefactory.com/file/a0ha6c3/n/AAProbability_jar

    edit 13 Oct.
    New version - fixed bug with heavy bombers.  Also it should run slightly faster now



  • only whimps use odds calculators  😉

    real men gamble  8-)



  • Thank YOU!!  :mrgreen:



  • @Adlertag:

    only whimps use odds calculators  😉

    real men gamble  8-)

    We mainly just use it after the game is over, so the losers can enter battles that were already played and complain about how unlucky they got.  :roll:



  • Neat, tnx 🙂

    Hey, would you mind implementing Radars and Improved Shipyards?



  • cool, thx!! 😄

    id add karma if i could.  :evil:



  • Sorry for my ignorance, but what the heck am I supposed to do with a .jar file? I know it has something to do with Java.  I used 7-Zip to un-archive it.  Uh…now what?



  • u need java runtimes installed. u can get it free from sun microsystems. once thats done, you can double click the jar  😉



  • One thing I’ve seen in previous versions is an average value (in IPC) loss as a result of combat.  I really liked that feature.  Is there a way to incorporate that?

    EDIT - Oh, yeah… I almost forgot to say… Thanks for the effort!!

    EDIT #2 - Never mind about the average IPC loss.  The slick histogram in the “Details” info shows that sufficiently.  Thanks again!



  • +1!  I miss some of the details of frood, but it looks like it will be a great help!



  • Thanks for all the positive input.  🙂
    I’ve since updated it to fix a couple minor bugs, e.g. now only as many ships will bombard as there are units amphibiously attacking.



  • Wow thanks! Very handy little program.



  • Great little prog!  The only thing is that when I do a naval or amphibious battle, BBs and SSs are listed, but there is no box to enter units in…  😞



  • @Dash_Riprock:

    Well the group I play with recently bought the anniversary edition, and since no one else seems to have made one so far, I updated my calculator for the new rules like different unit values, bombardment not insta-kill, planes not hitting subs without destroyers present, ect.

    You can get all the possible results by pressing the details button.  Just hold the mouse over to see what units are left for each outcome.
    You will need Java installed to run it.

    http://www.filefactory.com/file/a03e75h/n/AAProbability_jar

    EDIT #3: File once again updated, fixed some minor issues.

    I tried your calc.  with 4 subs vs 1 CV with 2 figs.  It should show the same results as 4 subs vs 1 CV, but it did not.  Defending figs. should not be able to hit the attacking subs or be taken as hits.



  • I tried your calc.  with 4 subs vs 1 CV with 2 figs.  It should show the same results as 4 subs vs 1 CV, but it did not.  Defending figs. should not be able to hit the attacking subs or be taken as hits.

    It works fine.

    The results are not the same because the attacker can only hope for a “draw” in the case when fighters are present. Since the subs can only hit the CV, the battle will end once this happens because they can’t hit the fighters (and vice-versa). So you end up with forces remaining on both sides (a draw) a high % of the time, whereas the attacker wins a high % of the time (no defenders left) when the fighters aren’t present.

    Run the battles again, you’ll see that the chance of victory for the subs in the case where fighters are not present is the same as the chance to draw in the case where they are. So the results are the same, its just categorized as a draw in one case.



  • Does anybody have the .jar that they can either attach here or send my way?  I am unable to dl it without upgrading to FileFactory Premium, and I don’t want to do that.



  • @Vreely:

    Does anybody have the .jar that they can either attach here or send my way?  I am unable to dl it without upgrading to FileFactory Premium, and I don’t want to do that.

    YHEM :mrgreen:



  • Does anybody have the .jar that they can either attach here or send my way?  I am unable to dl it without upgrading to FileFactory Premium, and I don’t want to do that.

    You don’t have to upgrade to Premium, there is a second option to download for free. I didn’t sign up for anything.

    I’d just attach the file to this post, but it won’t let me attach a .jar file.



  • I was finally able to get it after repeated tries over about 10 hours.  The free option (basic) blocks frequently saying that there is not a free download slot.  I doubt that is true, but they must block off certain times in order to sell the premium version.

    Anyway, for those of you who cannot download it, I attached it here.  As Uknown Soldier indicated, a .jar file cannot be attached, so you will have to rename the .txt file to .jar after dl’ing.

    AAProbability.txt



  • @Vreely:

    I was finally able to get it after repeated tries over about 10 hours.  The free option (basic) blocks frequently saying that there is not a free download slot.   I doubt that is true, but they must block off certain times in order to sell the premium version.

    Anyway, for those of you who cannot download it, I attached it here.  As Uknown Soldier indicated, a .jar file cannot be attached, so you will have to rename the .txt file to .jar after dl’ing.

    The file you have uploaded here is corrupt. The download for the link worked fine for me.

    Firstly, great little program! I’ve been using Proton’s old AAR combat sim available over at DAAK, but his AA guns are bugged (fire every round of combat) and his obviously doesnt support AA50 features.

    I have a question and a bug report.

    Firstly, I am guessing your calculator is not a dice sim, but rather it uses a true probabilistic model, since the results i get never  seem to vary, even to the third decimal place.

    Secondly, in the battle I am trying to simulate for my game I am “rolling”

    Att: 2 inf 2 arm 2 ftr 1 bmb 1 Cru 1 BB

    Def: 8 inf 1 rtl 1 ftr AA GUN

    The results “feel” correct at 13.087% attacker win.

    however if I change the OOL by checking the “Must Take Territory” box (which I assume modified the OOL to hold one tank back until the last casualty for the attacker), then the attackers win percentage actually skyrockets up to 65.439%.

    I think it should really drop by maybe 1-2%. Obviouisly there is a problem here.

    I suspected maybe it was allowing the Cru and BB to soak hits when you check the box, but removing these from the battle still leaves a 58.346% attacker win.



  • I think the sim may be correct, but the reason it is is not intuitive.  In order to capture the territory, you must have one of the 4 land units survive.  These units are the first to go without the “Must Take Territory” option checked, therefore the probability of capturing the territory is quite low.  Click on the “Details” and you will see the histogram only gives you those 4 units’ survival probabilities.  Once you lose those 4 units, the sim must consider the battle over.

    Now with the “Must Take Territory” box checked, it will allow the battle go on longer due to retention of at least 1 land unit, having taken air units as casualties.


  • 2018 2017 '16 '11 Moderator

    I think Uber might be on to something.

    note:  Your armor and fighters attack at the same strength, so theoretically, your odds of success should not be affected at all if you lose fighters before armor or armor before fighters.  Thus, the only affect on your win/loss would be the loss of the bomber before the armor and that would happen just before the last armored unit dies.  Therefore, that should also have a minimal impact (on a larger battle) than if it died after the armor. (If we’re talking 3-5 rounds with only the last round changing to 1@3 instead of 1@4 you’d imagine it would have next to no serious impact.)



  • No, something is definitely not right.

    Run the battle that DY gave in his post, making sure to select “Must take territory” under “Set unit loss order” on the attacker side. You should get a 65.439% chance of attacker victory. Looking at the battle itself, anyone with a decent amount of A&A experience should realize right away that this has to be wrong.

    Now, click on “Details”. Then make sure the “Exactly” button is pressed.

    There are a few problems here. First, notice that there is no probability listed for 0 units surviving on the attacking side, even though the main interface of the program says the defender wins over a third of the time. How can the defender win if the attacker has units remaining (including land units) every time?

    Second, look at the column for 3 units remaining. The probability is listed as 67.51%, higher than the combined probability of the attacker winning! This obviously does not add up.

    Finally, if you look at the distribution for surviving defenders, you’ll see that you get an approximately normal looking distribution for 2-8 units, but for 0 units, it spikes to 65.62%. The probability of 1 unit remaining is not even listed.

    So something is definitely not right here. I think its only a bug with the “Must take territory” setting thouigh, as it appears to run fine when this isn’t selected.



  • the subs screw up too

    4 ftr attacking any small fleet like ac 2 ftr. add 2 subs and it shouldnt change but it does significantly



  • @atarihuana:

    the subs screw up too

    4 ftr attacking any small fleet like ac 2 ftr. add 2 subs and it shouldnt change but it does significantly

    Actually, this is not a screw up. What’s happening is that the fighters cannot kill the subs, so the attacker can only “draw”, since there will be surviving defenders every time when the subs are added.

    So while 4 fighters vs. 1 CV, 2 fighters is ~73% for the attacker to win and ~7% to draw, if you add 1 or more subs to the defender side you’ll instead get 0% win for the attacker and 73% draw.

    I made a post about this earlier in the thread in response to someone else complaining about the sub battles. I guess you missed it.  😛


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