Content

Change log

Check the Feature Requests page for what's coming down the pipe, and the Thanks page to see who helped suggest improvements etc.

Feb. 2, 2007

  • Added PBEM result logging
  • Added PBEM result confirmation ability (woohoo!)
  • Re-arranged form slightly.
  • Updated the Readme page.
  • Added an ad banner.
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Jan. 3, 2007

  • By popular request, the E-mail field now survives end of battle and the Clear button.
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Jan. 1, 2007

  • Added new output section displaying probability curves of net IPC differential between defender and attacker losses.
  • Units and Round # now reset if battle is run step-by-step until one side has no units.
  • Blind bidding facility added as a subpage.
  • Changed options to radio buttons for quicker changing of options.
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Dec. 20, 2006

  • Disabled e-mail function for Swap units, Evaluate units, or when running battle 1000s of times.
  • Fixed bug: average battle duration was 1 higher than it should be.
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Dec. 12, 2006

  • Fixed bug where AA guns stayed selected in the form after running battle for a single round of combat once.
  • Added "D. units to be left alive" to simulate strafing attacks.
  • Added average battle duration to averaging mode.
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Nov. 22, 2006

  • Improved E-mail results to look like the web results.
  • New feature: specify # units that must survive (Good to make sure all air units survive.
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Nov. 21, 2006

  • Added the ability to bookmark scenarios
  • Option to swap the Defender's and Attacker's units. This way you can see what might happen if you decide not to attack and your opponent then attacks you instead with the same forces.
  • Option to just evaluate the value of your units. Displays Unit count, punch and IPC value. May be useful as a tool in purchasing units, and with an e-mail address entered you could use this to submit unit purchases.
  • Cleaned up the form a bit.
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Nov. 20, 2006

  • Optimized code to run a little faster
  • Added LHTR and AA Europe rulesets
  • Added highlighting and units and IPCs lost to statistical breakdown
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Nov. 17, 2006

  • Added choice between Classic / Revised rules.
  • Heavy bombers were not getting extra attacks or counting toward extra punch. This has been fixed.
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Nov. 14, 2006

  • Added attack abort threshold - see readme page for description.
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Nov. 12, 2006

  • Fixed bug that caused display problem
  • Fixed bug that caused super subs to mean defeat. Thanks to Lyle Wincentsen for noticing this.
  • Bombarding Battleships now excluded from surviving units in statistics. The old behaviour had the survivor rate for the attacker showing as 100% everytime, because the bombarding ships counted as survivors. They are also not counted as casualties however because they have not really been lost. Thanks to Jennifer from axisandallies.org forums for this suggestion.
  • Tweaked the form slightly to make it a little clearer that combat can be run one round at a time.
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Sept. 6, 2006

  • Added a combat round indicator that increments automatically if running the battle one round at a time. Thanks Switch for the idea.
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Sept. 4, 2006

  • Fixed bug where "take land at all costs" OOL was also applied to defender. (Thanks to Kurtis "Minion of Chaos" for catching this!)
  • I now have enough from donations to buy my own copy of the game! w00t w00t!
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August 26, 2006

  • Added option for a 2nd AA gun
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August 12, 2006

  • Fixed glitch in output that wrecked the dice rolling display in MSIE
  • Fixed bug where submerged subs and bombarding ships showed as casualties in averaging modes.
  • Prevented total survival % from ever showing more than 100%
  • More futzing with the output.
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August 11, 2006

  • Simplified and enhanced output for averaging modes.
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August 8, 2006

  • Added "PBEM" functionality (Play by e-mail).
  • Some cosmetic changes to the input form
  • Removed the graphical dice in favour of text-based ones that work via e-mail.
  • Fixed bug in "# units to take land at all costs" where in 1000x or 10,000x mode all air units would be killed first. Thanks to Benoit Delage for catching this one.
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July 14, 2006

  • Sub-only forces now submerge when facing an air-only force
  • With "chicken subs" checked, subs will submerge rather than stay as cannon fodder to protect other units against an air-only enemy.
  • New option to force a certain number of land units to be preserved to take land at all costs- once down to X land units, air units will be killed instead
  • AA fire option default is now that fighters and bombers are targeted separately.
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July 11, 2006

  • Fixed more OOL bugs, esp. with aircraft (hope that's about it!)
  • Added some small ads, to see if the substantial traffic to this site will pay off - almost 10,000 page loads in June!
  • Made the separate targeting rule for AA fire optional, because it can really multiply the possible outcomes and make results harder to interpret.
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July 10, 2006

  • removed automatic submerging of subs because it created problems with statistics modes
  • Added choice between 1000x and 10,000x for those who don't have the patience to wait
  • Simplified graph to just show the effective Punch for each side - so oPunch is graphed for attacker, while the defender's punch graph represents defensive punch.
  • Enabled display of outcomes with less than 1% probability, for sake of completeness and transparency.
  • Fixed broken "End Attack once air-only".
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July 9, 2006

Mostly bug fixes. I think I finally have the rules of the game down right (those pesky subs had me really confused)

  • Fixed bug where battleships could never be killed in first round of combat.
  • Fixed bug: all rounds of combat now have an opening fire step, not just the first one.
  • Fixed bug: submarines now fire in opening fire step of every round of combat, but casualties allowed to return fire if accompanied by destroyer.
  • Fixed bug: submarines no longer able to hit aircraft under any circumstances.
  • Fixed bug: submarines no longer get double attack in first round of combat.
  • Fixed bug: AA fire now targets fighters and bombers separately.
  • Enhancement: submarines submerge when enemy has only air units remaining (is this a good idea? One might want them to remain as cannon fodder)
  • Enhancement: initial values of forces prior to combat now displayed.
  • Enhancement: 1000x mode changed to 10,000x mode, precision is significantly increased.
  • Enhancement: Hits and dice from opening fire displayed separately for each round.
  • Enhancement: explanatory text added to stats chart.
  • Enhancement: code optimised to run faster.
  • Colour scheme tweaked slightly (Attacker color less bright)
Updated January 9, 2008