Three cards in a row. Each opens a different route and none depends on the others.
| SECTION | WHAT IT OPENS |
|---|---|
| REALISATIONAnchor a strategy | A twelve-wave campaign conducted by the user. The role is chosen before entering. |
| MEASUREMeasure postures | Repetition of two hundred campaigns for each of four declared postures. |
| PROCEDURESee the procedure | The structure of the procedure: steps of the wave, decisions of each side, intelligence die and calculation of the measure. |
The first card has two role buttons, ATTACKER and DEFENDER. Pressing one takes the card to strategy selection. On the other two there is a single button: OPEN THE MEASURE → and OPEN THE PROCEDURE →.
Top right, ← Back to the piece leaves the demonstrator. Within any route there is also ← Start, which returns to this screen and discards the game in progress.
Under the heading STRATEGY DETERMINED the strategies available for the chosen role are listed. One is pressed. The figures accompanying each one are the centre of an interval, not a fixed value.
The button Conduct the campaign → enters the first wave.
One screen per wave and one button to close it.
1The YOUR COMMAND · REAL DATA AND DECISIONS area shows your own inventory exactly, and of the opponent only what intelligence estimates.
2In SALVO ALLOCATION the salvo is distributed between the sectors. Each sector has its − and + controls. What is allocated cannot exceed what is available: if one sector is exceeded, the allocation is cut back automatically in the others.
3The PRODUCTION · ARRIVES IN block indicates how many units are being manufactured and in how many waves they will enter. What is produced now is not available now.
4Launch wave N resolves the wave and shows the result: how many units came in, how many were intercepted and what damage was left in each sector.
Three chained steps per wave, each with its button. There is no going back within the wave.
1Orders. INDUSTRIAL CAPACITY splits the effort between recovering what is damaged and producing new, and within what is produced between the two types of ammunition. ALLOCATION TO THE SEGMENTS distributes what is recovered. It closes with Confirm orders →.
2Incoming salvo. INCOMING SALVO appears with what reaches each sector. Under EMPLOYMENT · HOW MUCH OF WHAT IS COMING IN YOU WANT TO INTERCEPT the fraction to be intercepted is set by threat type. It closes with Decide employment →.
3Resolution. Resolve wave N applies the decisions. If the margin over the reserve does not stretch, employment is cut back automatically and the screen indicates it as cut back for scarcity.
Once the wave is resolved there are two exits: Next wave → continues, and See the close of the campaign → appears when the campaign has ended.
The opponent's state is not shown: only its intelligence estimate. The opponent's real attitude is revealed at the close, never before.
The closing screen gives the verdict of the campaign, the wave-by-wave course and the block THE OPPONENT'S ATTITUDE · NOW REVEALED.
Three exits: Play again, ← Back to the start and Use this game as a behaviour anchor →, which leads to the measurement route with the behaviour of this game distilled as one more posture.
Four selectors and one button. Every posture faces the same drawn world, so that the difference between them is decision and not chance.
| SELECTOR | OPTIONS |
|---|---|
| ROLE MEASURED | atacante · defensor |
| ATTACKER STRATEGY | Extended attrition · Saturation against inventory · Blockade of a passage |
| DEFENDER STRATEGY | Defensa en profundidad · Escudo dependiente · Punto fortificado |
| CAMPAIGN WINDOW | 12 · 25 · 100 · 500 waves |
Run 200 campaigns per posture starts the run. While it lasts, Running… is displayed. The seed is free on each run, so two consecutive runs give different numbers.
When it finishes, four blocks appear, in this order.
Table by posture: fraction that does not sustain, fraction in which the other wins by exhaustion, fraction unresolved within the window, median resolution and dispersion.
Survival: fraction still sustaining its posture on reaching each wave, one curve per posture.
Fall rate per wave: of those still sustaining, how many give way in that wave.
Dominance between postures: pairwise comparison over the same world. Probability that the posture in the row holds out longer than the one in the column; what is missing from one hundred are ties.
The block of the three variances closes it, with the values for world, decision and sampling and the ratio between the last two.
The two charts have horizontal-axis controls: − and + move through the visible span, all shows the complete window and fit frames the span with data.
With a short window, part of the campaigns end unresolved. Those campaigns are censored, not survivors: we do not know when they would have given way, and the median resolution is left biased. Widening the window corrects it.
OPEN THE PROCEDURE → shows the structure of the procedure in text: the steps of the wave, what each side decides, how the intelligence die works and how the measure is calculated, including the relative weight of each segment. There are no controls: it is a reading screen.
It is left with ← Back to the start.