Topics
Duel
Checked on build 26052592
On this page
The duel page sets two Broken Arrow units against each other at a range you choose, simulates the fight 1,000 times, and reports how often each side wins. Worked out by this site It models two stationary units trading fire, so it answers "who wins this exchange, at this distance", not "who wins the battle". Worked out by this site
Picking the two units
On the duel, type into "Search the first unit" and "Search the second unit"; each box ranks names as the Arsenal does and lists up to eight matches with their cost. Worked out by this site Or arrive with units chosen: select two in the Arsenal and press Duel, press "Duel this unit" on a unit's page to fill the first side, or follow "Simulate a duel between these two" from compare with two units pinned. Worked out by this site The cross beside a chosen unit removes it. Worked out by this site
A unit may fight itself, to test whether a loadout option earns its cost; the sides are then labelled by cost, or "first" and "second". Worked out by this site
Loadouts
Each side has a loadout panel: each slot's options with their cost, the Total, how far it is over base, and Reset. Worked out by this site Finding a unit by one of its loadouts' names picks that loadout for you. Worked out by this site
The chosen options travel in the page's link, so whoever opens a shared duel sees the same fight. Worked out by this site A loadout that turns the unit into another one is shot at as the unit it fields. Worked out by this site See loadouts.
The range slider
The slider's label, "Range:", gives the distance as the game shows it. Worked out by this site A new duel starts at 1,000 m as the game shows it; the slider moves in 100 m steps up to the longest ground range of either unit. Worked out by this site The result updates as you drag. Worked out by this site
Range often decides the answer: kinetic penetration falls off with range, while nearly all HEAT rounds keep theirs. From the game's data See penetration and armour.
The result
The result leads: "N% of trials won by" the more frequent winner, over a bar split into the first side's wins, the draws and the second side's wins. Worked out by this site The win chance is this site's model; the game does not state it. Worked out by this site
- Draws ("N% neither") are trials in which neither side died within the time limit of 600 seconds, plus any in which both died at the same moment. Worked out by this site
- Median time to a decision belongs to the leading side: half of the duels it won were over within this time. Worked out by this site
- With no winner in any trial, it says "Neither unit can hurt the other at" that range. Worked out by this site
The trials are seeded: the same matchup and range always give the same numbers. Worked out by this site
Each weapon's hit chance and why
Below the slider, each weapon is listed with its round, penetration at this range, share of a hit's damage that gets through, hit chance and shots per minute. Worked out by this site A weapon that cannot fire says "cannot reach at this range", or "anti-air only" when it has only air ranges. Worked out by this site
The round shown is the one the game's AI would load first. Worked out by this site By the game's rule, a weapon fires its guided round only when that does 1.4 times the damage of its best unguided round, or 5 times while the target's active protection is charged. From the game's code
A line under each weapon gives its hit chance as a product of parts, such as "70% to hit: 100% accuracy × Shtora ×0.7". The parts multiply out to the figure; each has an ⓘ. Worked out by this site
- Accuracy. Every guided missile in this build has 100% accuracy of its own. From the game's data
- ECM. The target's ECM multiplies a guided missile's hit chance. From the game's code The duel applies it against every seeker type, since no ECM in the data names one. Worked out by this site How the game combines two ECM systems is not known, so the duel uses the stronger. Not known: our best reading
- Decoys. An aircraft drops decoys automatically while a missile flies, from 0.5 s (helicopter) or 1.5 s (plane) after the missile targets it, one per cooldown, and each makes the missile roll again, ECM included. From the game's code Whether a plane's decoys after the third cause a roll is not known, so the duel leaves them out. Not known: our best reading See Decoys, missile hit chance and missile flight.
- Spread. An unguided round's chance is this site's model: the chance a shot lands on the target's silhouette, with the round's spread scaled to the range. Worked out by this site The game's files give each round a spread but not how it is applied. Not known: our best reading
- Active protection. A round the target's active protection can stop adds "stopped by" the system "while charged", with its charges. Worked out by this site Active protection stops every such round reaching a box twice the target's size, one charge per stop, at least 6 seconds apart, and charges return only by resupply, so in a duel they run out. From the game's code See Active protection.
The replay
Each side that ever wins gets one recorded fight below the weapon lists, collapsed until you open it. Its caption gives that side's share of fights, this fight's length and the median win's. Worked out by this site It is one trial of 1,000, not the typical fight. Worked out by this site
Each line gives the time, the weapon, rounds, hits, damage and the target's health before and after; a squad's soldiers firing the same weapon at the same moment share one line. Worked out by this site Rounds stopped by active protection are reported as stopped, not missed. Worked out by this site A soldier falling is a line too, naming the weapon lost with him. Who falls first is this site's model: riflemen are more likely to fall before specialists, but not always. Worked out by this site
How this is calculated
"How this is calculated" opens the assumptions in three parts: "From the game files", "From the game's code" and "Our model, not the game's". Worked out by this site Below them it states "Model updated 2026-11: missiles, ECM, armour value, decoys and active protection". Worked out by this site
Damage follows the game's code; infantry, helicopters and armoured planes have one armour value for every side, which every round meets through the HEAT formula. From the game's code For unguided hits the page assumes a round's spread is given at its maximum range, grows linearly with distance, and scatters shots normally around the aim point. Worked out by this site
What the duel leaves out
- Movement. Both units stand still, facing each other, so every shot strikes front armour. Worked out by this site
- Cover, flanking, elevation and area damage. None is modelled. Worked out by this site
- Suppression. Rounds carry a stress figure, but how suppression works is not documented, so the duel ignores it. Not known: our best reading
- Critical hits. Most rounds carry a critical multiplier, but nothing documents how often a critical triggers, so the duel leaves it out. Not known: our best reading
- Altitude. An aircraft is reached through a weapon's air range, as if it flew at the altitude that range covers. Worked out by this site
Use it to compare two units for one job at one distance, not to predict a match. Worked out by this site