Instructions
For each side of the match up, select each of the following:
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You can use the optional drop-down menu to select an army card. This will automatically select
all the stat numbers and abilities for that army card.
You do not have to use this;
you can customize your own stats and abilities.
But if chosen, the point box will also display point value.
- Choose Hero or Squad(s)
- If single Hero, select the number of LIFE points.
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If Squad or common hero, select the number of figures; each figure
automatically has 1 LIFE point.
If the number of figures exceed the squad size, then select the Squad SIZE also.
Note that a squad of size 1 is interpreted as a common hero;
this allows you to model multiple common heros.
If you are doing a single figure with just 1 LIFE, then in general it does not matter
whether you select Hero with 1 LIFE or Squad with 1 UNIT; the
only time this matters is if the opponent has the Chomp, Stare of Stone, or any ability
that distinquishes between hero and squad units.
- ATTACK: select the number of attack dice. Note that at least one
of the two figures must have at least 1 ATTACK. (Currently, there are no
official figures with 0 attack. But you might want to compare say, how
Ne-Gok-Sa would do against Krug if Ne-Gok-Sa only used Mind Shackle
and no regular attack. Also you can imagine in the future where
a figure with 0 attack might be used to slow down attackers. In that case,
a relevant piece of data might be: what is the expected number of turns
that this figure can survive?)
NOTE: If a figure has a modified attack of 0, then no attack roll is made.
- DEFENSE: select the number of defense dice.
- Then select any combination of abilities.
Note that for programming reasons,
certain ability combinations are not permitted;
you will be warned upon execution if such combinations are selected.
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Deadly Strike:
All skulls rolled are doubled.
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Shields of Valor (Double Shield):
All shields rolled are doubled.
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Double Attack:
Two attacks per turn.
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Counterstrike / Evil Eye / Arcane Riposte:
Excess shields count as unblockable hits
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Wounded Smash:
Attack dice increase by number of wounds or number of units lost. (This also works for squads, like the "Rage" ability from the EOV "hoax".)
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Frenzy 16:
At end of turn, roll D20, 16+ gives an extra turn immediately (repeatable).
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Stealth Dodge:
One shield blocks all skulls (Use only against ranged) .
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Mind Shackle 20:
Before each attack of a figure, roll D20, 20+ mind shackles the opponent's figure(s) and wins the match. (Use only against unique figures.)
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Chomp 0/16:
Before each attack of a figure, if opponent is a squad, kills one figure; if opponent is a hero or a "squad" of common heros, roll D20, 16+ kills one Hero.
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Unleashed Fury:
At the beginning of a turn, roll D20. 1 kills own 1 figure, 2-6 adds 1 to attack, 7-11 adds 2 to attack, 12-15 adds 3 to attack, 16-19 adds 4 to attack, 20 adds 8 to attack.
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Paralyzing Stare 16:
Before each attack, roll D20. 16+ makes the opponent roll 0 defense.
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Crippling Gaze 15:
At the beginning of a turn, roll D20. 15+ makes the opponent lose all turns for the remainder of this round.
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Rapid Fire:
If a wound was inflicted, may attack again for free.
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Wait and Fire:
Add 1 to attack except if this figure goes first on the very first round, then do not add 1 to attack for this very first turn of the first round.
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Hive Swarm:
At the beginning of a turn, roll D20. 1-12 allows attack from up to 3 figures. 12-16 allows attack from up to 6 figures. 17-20 allows attack from up to 9 figures. (Use the options at the bottom if you wish to limit the number of attackers. For example, versus a single hex hero, it would be expected that no more than 6 melee figures can attack that hero at a time.)
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Zettian Targetting:
If previous figure's attack did not kill a figure, then add 1 to attack.
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Shocking Grasp:
Attacker gains 1 automatic skull
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Tough:
Defender gains 1 shield for free.
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Blood Hungry:
If target destroyed, may make another attack. For simplicity, we assume that all other figures are within range. Note that logically, if using this against squads, this is equivalent to rapid fire. And against heroes, well, for the purpose of a one-on-one matchup, this ability does not do anything when fighting against one hero to the death. So in a sense, we didn't need to add this ability for the purposes of a matchup calculator. (But this ability is provided to make things less confusing.)
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Stealth Armor 15:
If wounds inflicted, Roll D20, 15+ makes wounds go away. This works against normal and special attacks and even D20 powers that cause wounds and counterstrike wounds.
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Shield Wall (modified):
Modified Shield Wall for simplicity: +1 DEFENSE until down to one figure.
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Rod of Negation 16:
After attacking, roll D20. If 16-19, opponent's powers negated. If 20, enemy figure destroyed.
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Marro Plague 16 (simplified):
Simplified Marro Plague At beginning of each Turn, Each defender (up to the squad size of the attackers) rolls D20, 16+ gives 1 wound. So this simplified model does not take into account that non-attacking figures may also plague defenders. This model is accurate when the opponent has one hero or has #figures smaller than #attacker's squad size, but will be inaccurate when the opponent has lots of figures.
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Shaolin Assault / Whirlwind Attack (simplied):
simplified Shaolin Attack Suppose there are M monks and the enemies have squad size E. If M >= E, then nothing special happens. If M < E, then the last monk to go can attack E-M extra times, so that the group of monks attacks E enemies. This simulates that in a melee, the E enemies have to be adjacent to the monks to make E attacks, allowing the monks to use their Shaolin Attack ability.
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Whip 12:
Before each attack, roll D20. 12+ makes the opponent roll 0 defense.
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Stare of Stone 7/17:
Roll D20. 7+ kills a squad unit, 17+ kills a hero.
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Sharpshooter 19:
Roll D20. 19+ kills.
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Ullar Rifle:
Defender rolls no defense
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Blood Lust:
Against squads, attacks go up 1 for every unit killed, up to a maximum of 3 experience markers. If you want to start with some experience markers already, you should use the Attack Enhancement modifier. That is, a limit of (Attack Enhancement + new experience <= 3) will be imposed. You can still adjust the natural Attack number to simulate height advantage or just a different customized squad.
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Poison Acid Breath 8/17:
Roll D20. 8+ kills a squad unit, 17+ kills a hero. May attack up to 3 distinct targets. Officially against small and medium only.
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Ice Shard Breath / Shield Throw:
Attack 4. May attack up to 3 distinct targets
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Throw 14:
Before attacking, roll D20. 14+ throws unit, then 11+ gives two wounds.
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Gueglix Gun 333:
Attacks of 3,3,3
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Gueglix Gun 22221:
Attacks of 2,2,2,2,1
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Gueglix Gun 1x9:
Attacks of 1, nine times
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Gueglix Gun 2223:
Attacks of 2,2,2,3
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Rod of Negation & no attack until negated:
Same as Rod of Negation, except that do not attack until opponent is negated. This could be a better strategy against Wounded Smash and Counter Strike.
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Arrow Volley / Zombie Onslaught / Encircle:
The squad's attack is combined into one attack if there are at least 3 squad members left. In the case where a squad has more than 3 members (such as Encircle) any 4th figure would not get to attack. (This simulation ignores the requirement that for Arrow Volley they have to be unengaged, and that for Zombie Onslaught they can get to level terrain; so it is up to the user to make meaningful match ups.)
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Blind Rage:
Attack=3, if at least two skulls are rolled, attacker continues attacking.
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Stab in the Back:
on a D20 roll of 1, the battle is automatically lost.
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Maul:
If all skulls are rolled, then defender does not roll defense.
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Disappearing Ninja 12:
On a D20 roll of 12+, a defender takes no damage from a normal attack.
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Net Trip 14:
On a D20 roll of 14+, defender rolls no defense
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One Shield Defense:
If at least one shield is rolled, at most one damage is taken.
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Tough x2:
2 automatic shields.
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Smoke Powder 13:
Roll once at the beginning of defending each attack, on D20 roll of 13+, no normal attacks are made against a unit/squad with this ability. (For example, against Sonlen, this means Sonlen can still use Dragon Swoop, but not the regular attack.)
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Valkyrie Dice Attack Bonus:
The unit counts the Valkyrie symbol as a skull.
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Valkyrie Dice Defense Bonus:
The unit counts the Valkyrie symbol as a shield.
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Leaf of Home Tree Bonus:
When a unit is about to die due to wounds, there is a 566299/2519424 = 0.224773... chance of ignoring such wounds.
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AutoLoad:
If 2 or more skulls are rolled, may attack again.
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Gift of Empress Bonus:
The unit may reroll defense dice, effectively giving a 5/9 chance of a shield for each defense die.
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Soul Devour / Mind Shackle 19:
This assumes that the enemy is a unique hero in the case of Soul Devour and a unique unit in the case of Mind Shackle. The battle is over when the Soul Devour or Mind Shackle succeeds.
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Toxic Skin 17:
On a D20 roll of 17+, defender receives a wound. Note that if a defender was KILLED by the regular attack, then Toxic Skin is NOT applied. This simulates battling a ranged squad where you can contact the enemy one at a time.
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Toxic Skin 17 vs melee squad:
The difference between this and Toxic Skin is that Toxic Skin will be applied to the squad size of the enemy, or squad size minus one if an enemy was killed by the regular attack.
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Helm of Mitonsul:
On a D20 roll of 20, one enemy unit is destroyed, and no regular attack is made. This simulates battling a ranged squad where you can contact the enemy one at a time.
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Helm of Mitonsul vs melee squad:
The difference here is that the Helm will be applied to a squad size number of enemies. If a whole squad size is killed, then no regular attack is made.
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Zombies Rise Again / Life Drain:
When an enemy figure is killed, either one dead squad member is revived or one Life is healed, but not exceeding the original total number. Remember that for Zombies Rise Again, this is only versus small and medium figures.
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Web Attack:
Attack 3, Defender rolls one fewer defense die.
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Spidey Sense 11:
On a D20 roll of 11+, a defender takes no damage from a normal or special attack.
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Spidey Sense 14:
On a D20 roll of 15+, a defender takes no damage from a normal or special attack.
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Dust of Death:
On a D20 roll of 19+, one enemy unit is destroyed, and no regular attack is made. This simulates battling a ranged squad where you can contact the enemy one at a time.
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Dust of Death vs melee squad:
The difference here is that the Helm will be applied to a squad size number of enemies. If a whole squad size is killed, then no regular attack is made.
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Vanish 9:
On a D20 roll of 9+, a defender takes no damage.
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Rage Smash 5:
each wound increases the attack by 1 up to a maximum of +5.
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Stomp 3 / Earth Slam (vs melee squad):
An attack of 3 (roll attack dice once) versus all adjacent figures (so attacks a squad size). It is likely that the best strategy is to go back to a normal attack when there is only 1 figure left; so this is implemented by default (if not, just set the normal attack to 3).
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Eternal Hatred:
On a 17+, lose whole turn for the purposes of a deathmatch.
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Chilling Touch:
On a D20, 13-15 deals 1 wound, 16-17 deals 2 wounds, 18-19 deals 3 wounds, 20+ deals 6 wounds. This is in addition to a normal attack.
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Chilling Touch vs ranged squad:
In this case, a successful Chilling Touch results in no additonal normal attack, because the attacker will not be adjacent to two figures.
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Trample (simplified):
On a D20, 8+ deals 1 wound. This is in addition to a normal attack. The simplification is that it is assumed that only one enemy can be trampled.
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Trample vs ranged squad:
In this case, a successful Trample results in no additonal normal attack, because the attacker will not be adjacent to two figures.
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Stinger Drain:
On a D20, 1-4 kills a stinger and no normal attacks are made, 5-9 nothing happens, 10+ increases the attack by 1.
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Concentrated Will:
Attack increases by 1 during half turns #3,4. Defense increases by 1 during half turns #4,5.
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Machine Pistol 2222:
Attacks of 2,2,2,2.
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Quick Relase / Wrist Rocket 44:
Attacks of 4,4.
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Dragon Heal:
At beginning of a turn, on a D20, 15+ heals one wound. This is done only once per turn.
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Dragon Swoop:
At beginning of a turn, on a D20, 15+ deals one wound. This is done only once per turn. This is in addition to a normal attack.
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Cosmic Blast:
If attack causes a wound, then on a D20 of 16+, an opponent's unrevealed turn marker is randomly discarded. Use only with a hero that has a single attack.
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Lethal Sting:
If all skulls are rolled, then figure does not roll defense dice and is instantly destroyed. NOTE: This means that Stealth Armor and Home Tree, Disappearing Ninja, Vanish 9, Spidey Sense, Spider Sense do not work on defense when all skulls are rolled.
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Chalice of Fortitude:
Add 1 defense when defender has 4 or more wounds
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Coil Crush:
If 2 or more wounds are dealt, then on a D20, 15+ kills figure instantly.
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Poison Sting / Venom Ray:
If 1 or more wound is dealt, then on a D20, 10-19 deals one wound and roll D20 again, and 20 kills figure instantly. Note that if the one extra wound is negated then the D20 rolls stop.
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Entangling Web:
If there are squad size or more figures left in the squad, then on a D20, 16+ randomly removes one order marker, just like in Cosmic Blast. This ability only works for squads. And officially only against small and medium.
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Saber Storm 1x6:
Attack of 1, 6 times
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Saber Storm 222:
Attack of 2, 3 times
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Saber Storm 33:
Attack of 3, 2 times
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Majestic Fires / Fledgling Fires / Soul Weapons:
Subtract 2 from defense. (For Majestic/Fledgling Fires, make sure this is only used against common squads. Note that in this implementation, Majestic Fires will attack only one enemy by assuming the enemy will not clump together.)
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Defense Agility:
One shield blocks all skulls (intended for melee attacks). This has the same effect as Stealth Dodge, except when used against Pounce. Stealth Dodge works against Pounce but Defense Agility does not. On the other hand, if Pounce vs Melee is in effect, then adjacent units have Defense Agility working but not Stealth Dodge. That is, the only time it makes a difference to select Defense Agility instead of Stealth Dodge is to calculate its effect versus "Pounce vs Melee".
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Pounce vs Range:
Attack Dice is 5. But if the defender is not destroyed, then the attacker is destroyed. Here we assume that units are always nonadjacent. Pounce not allowed as an ability for heros.
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Pounce Vs Melee:
Here, only nonadjacent units may Pounce. The idea here is that the enemy The effect is simulated by keeping track of an engagement number which simulates the number of wolves engaged. At the beginning of the enemy's turn, this number is set to the minimum of the enemy's squad size, the number of wolves, and the number of enemies. This number is decreased if a wolf is killed. This number is also decreased when a wolf kills an enemy. When the wolves attack, the number of wolves that get to pounce is minimum of (\#wolves minus engagement number) and wolf squad size. This implementation is not 100% accurate in that it doesn't take into account of all possible cases, but should give reasonable results.
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Concealment 19 vs range 2:
If wound(s) inflicted from a normal or special attack, roll 17 or higher to ignore them. You should use the D20 Enhancement setting if you want to simulate a battle at a longer range.
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Concealment 10 vs range 2:
If wound(s) inflicted from a normal or special attack, roll 8 or higher to ignore them. You should use the D20 Enhancement setting if you want to simulate a battle at a longer range. Technically, for Brave Arrow, he would not be able to use Concealment in a death match because Brave Arrow has no ranged attack. You can also set Brave Arrow's attack to 0 to calculate the average number of attacks it takes to take down Brave Arrow.
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Cell Divide 17:
After a wound from a normal or special attack is inflicted, roll 17 or higher to ignore the wound(s) and gain back a destroyed unit, if any.
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Circuitry Overload:
Before attacking, for each defending figure up to the defending squad size, rolling 13 or higher results in one wound. NOTE that this implementation does not take into consideration that the attackers could try to move other attackers (if there are more) adjacent to other defenders (if there are more).
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EMP Response:
If an attack was defended successfully, on a 14 or higher the attacker loses all order markers for this round and ends his turn.
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Combined Arbalest:
All previous inflicted wounds from this turn increases the attack by 1. This ability is originally intended only versus heroes, but could also be used against squads if you want to playtest such an ability.
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Ullar's Bolt 16:
On a 16 or higher, one enemy figure is destroyed.
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Ninjutsu Barrage:
This is treated as a triple attack on different targets with an attack of 3. This ability should only be used versus melee squads.
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Feral Rage (simplied):
simplified Feral Rage This is basically implemented the same as the simplified Shaolin Attack model except that one monkey can only attack up to 3 times. Suppose there are M monkeys and the enemies have squad size E. If M >= E, then nothing special happens. If M < E, then the last monkey to go can attack E-M extra times up to a maximum of 3, so that the group of monkeys attacks E enemies. This simulates that in a melee, the E enemies have to be adjacent to the monkeys to make E attacks, allowing the monks to use their Feral Rage ability.
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Blood Frenzy 3:
Add one extra attack die up to a max of 3 for every wound on the defending figure; thus only works against heroes.
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Regenerate / Cold Healing:
Regenerates 1 life at the end of every turn. Though intended for a hero such as the Feral Troll, you can also use this ability with squads to regenerate one figure every turn just for fun.
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Poison Weapon 12:
If at least one wound is caused, on a 12+, another wound is caused. Should only be used against small, med, or large Heroes.
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Hide In Darkness/Shadows 16:
If wound(s) inflicted from a normal or special attack, roll 16 or higher to ignore them.
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Healing From Ana Karithon:
This simiulates a hero fighting while adjacent to Ana Karithon the whole time. At the beginning of each turn, roll 13+ to remove up to two wounds.
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Cleave:
This is versus melee squads only. If an enemy receives a wound, then another squad figure also receives a wound (this is subject to powers such as Stealth Armor but not powers such as Vanish).
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Fire Blast 2:
Choose 2 attack dice. Continue attacking if all skulls are rolled.
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Fire Blast 3:
Choose 3 attack dice. Continue attacking if all skulls are rolled.
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Fire Blast 4:
Choose 4 attack dice. Continue attacking if all skulls are rolled.
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Fire Blast 2 then 4 strategy:
Choose 2 attack dice. Continue attacking if all skulls are rolled. Switch to 4 attack dice once the enemy has only one squad or less.
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Wraith Attack sacrificing 1 drow:
Use this versus Small or Medium only. Roll 3 dice. Inflict that many unblockable hits on Sm or Med figures. There is only 1 drow to sacrifice; after that, go back to normal attack.
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Wraith Attack sacrificing 2 drow:
Use this versus Small or Medium only. Roll 3 dice. Inflict that many unblockable hits on Sm or Med figures. There is only 1 drow to sacrifice; after that, go back to normal attack.
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Wraith Attack sacrificing 3 drow:
Use this versus Small or Medium only. Roll 3 dice. Inflict that many unblockable hits on Sm or Med figures. There is only 1 drow to sacrifice; after that, go back to normal attack.
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First Assault 3 / Lurking Ambush:
The very first attack if going first on first turn gains +3.
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Air Mastery:
vs flyers only: subtract 1 from defense of opponent.
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Searing Intensity (simplified):
Searing Intensity (simplified) This is implemented so that the attacker and only the attacker uses Searing Intensity. On 14+ one wound is dealt. If the opponent is a squad, then there is no regular attack. So this simplified model does not take into account that non-attacking figures may also sear defenders, nor that melee figures must come into contact. This model is accurate when the opponent has one hero and versus one Fire Elemental or several Fire Elementals (you can just set the squad size to 3 if modeling Kurrok the Elementalist's power), but this model will be inaccurate when the opponent has lots of figures.
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Hydra Heads:
Number of Attacks equals number of heads. If a head is lost during an attack (eg. by counterstrike) then number of remaining attacks should be recalculated accordingly.
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Cloud Of Darkness:
On a 16+, your opponent's attacks are skipped until your next turn.
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Triple Attack:
Attacker attacks three times. Currently there are no official units with this ability. This is included for use with some custom figures. :-)
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Engagement Strike 15 vs melee using ranged attack:
This should be used versus melee only. The number of adjacent enemy figures is kept track of. Whenever the opponent attacks with a previously not adjacent figure, the engagement strike is activated and 15+ gives one wound. In essense the engagement strike is activated only once per enemy figure. This applies to Arkmer and Nakita Agents. Note that to simulate Arkmer's Engagement Strike 13, he needs to be given a +2 D20Enhancement.
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Engagement Strike 15 vs melee using melee attack:
This should be used versus melee only. The number of adjacent enemy figures is kept track of. Whenever the opponent attacks with a previously not adjacent figure, the engagement strike is activated and 15+ gives one wound. The difference here is that since you are using a melee attack, whenever you attack and there is no enemy already adjacent, you would have to move adjacent to an enemy figure and thereby give up one potential Engagement Strike. For example, in a matchup of hero verus a hero, an Enagement Strike would apply only once and only if the opponent had initiative. This applies to the Greater Ice Elemental.
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Psionic Blast 3:
Psionic Blast: Attack 3: If attack causes at least one wound, then remove an unrevealed order marker at random. Similar to Cosmic Blast except this works 100% of the time. Use only with a hero that has a single attack.
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Fledgling Ice Shards / Fledgling Lightning Breath:
Fledgling Ice Shards: Attack of 2, and may attack 2 distinct targets. Fledgling Lightning Breath: Attack of 2, may hit a 2nd target withing 3 of the first target. For the purposes of a one-on-one matchup, this will be modeled as possible only versus a melee squad.
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Fledgling Acid Breath:
Fledgling Acid Breath: Roll D20: 11-15 does one wound, 16+ does 2 wounds. Officially against small and medium only.
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Thunder Ram Assault:
Attack 4: Roll attack dice ONCE, attacks up to 3 separate figures. This should only be used to model a matchup versus either melee or where opponents are forced to bunch up together. It is likely that the best strategy is to go back to a normal attack when there is only 1 figure left; so this is implemented by default (if not, just set the normal attack to 4).
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Thunder Step:
Add 1 attack die but 50% of getting a wound after attacking.
Meaning of the returned data.
- The light blue boxes summarizes the stats and abilities.
The example above shows Krug versus Tagawa samurai with 2 experience markers.
- In the table labeled "Battle begins at the beginning of a round, with an initiative roll",
the assumption is the the initiative rolled at the beginning of a round
to determine who goes first.
In the above example, Krug wins 48.210% of the time and the Samurai win
51.790%.
- The average attacks column gives the average length of a battle
in terms of the number of attacks.
So for single figures with no multiple attacks or frenzies,
this would be the same as the number of half-turns.
In the above example, the battle would last 7.07 attacks. This is not the same
as number of turns because Krug has double attack and also because the Samurai form
a squad.
- The average survivors column gives the average number of LIFE or UNITs left
if that player wins.
If the Krug wins, on average he has 2.5 life left.
If the Samurai win, on average they have 2.0 figures left.
- In the bottom table labeled
"If we specify who goes first and battle begins which round",
the scenarios are broken down according to when
the battle begins and who has initiative.
Note that the initiative is still rerolled at the beginning of subsequent rounds.
There are 6 rows of results that correspond to each scenario
whether the melee begins at turn #1 or #2 or #3 of a round,
and whether player #1 or #2 has the initiative on the very first round.
In the above example, note that Krug does best if the battle begins in the first turn
AND he has initiative (win at 51.20%)
or if the battle begins in the 3rd turn of the round and the enemy has initiative
(win at 61.47%).
Krug has a losing percentage in the other 4 scenarios.
I will leave it up to you to reason out why Krug does best if the battle begins the
3rd turn with the enemy having the initiative!
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The numbers such as transition matrix size and matchcode
are used for diagnostics.
Include this info in any bug report emailed to mathguy.
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The bottom gives time spent on a calculation.
It might also say the the data was read from a database
because the calculation was already done previously.