ANDERSON'S WAR OFFICE 40K · COMMAND TABLE v22.35

Live battlefield, battle ledger & combat engine · Real New Recruit rosters: Aeldari 1930 vs Blood Angels 2000. Aeldari · Blood Angels · Tyranids · Adeptus Custodes · Dark Angels · Orks · Imperial Knights · Drukhari · T’au Empire · Astra Militarum. Faction-coloured rosters, interactive Matchup Heatmap, whole-roster Matchup Finder, transparent saves/FNP, Fight Exchange and persistent Game Mode.
LIVE BATTLE STATE
ARMY A
0VP
Primary 0 · Secondary 0
COMMAND POINTS
0 CP
ROUND 1
ARMY A TURN
ARMY B
0VP
Primary 0 · Secondary 0
COMMAND POINTS
0 CP
SCORING CHECKS · ACTIVE PLAYER
LIVE BATTLEFIELD
Command Table
60" × 44" battlefield with 45 selectable Event Companion layouts, structured deployment/objective geometry, phase-aware right-click controls, selected-unit focus mode, merged terrain-feature LOS, portable saves, number-free clean maps, COMMAND mode and SPLIT DESK.
ONE TABLE · ONE GAME STATE
START A BATTLE Pick the armies, choose who is AI-controlled, then launch. AI vs AI starts running automatically.
v24.0.1 · LEAN CORE
Ready. AI vs AI is the default.
BATTLEFIELD READY
VIEW
BATTLEFIELD
GAME FILE Auto-save ON · use SAVE FILE for a portable copy
LIVE BATTLEFIELD READY · choose armies, resolve the pre-game roll-offs below, then start the battle.
ARMY A
RESERVES / UNDEPLOYED
MAP VIEW · drag empty map to pan 100%
Select or deploy a unit.
FREE RULER—
UNIT RULER—
WAR OFFICE ADVISER
Narrative tactical advice
COMMANDER
UNIVERSAL
TURN PLAN

Select a unit or start the battle to generate advice.

v24.0 · AI VS AI CORE · lean autonomous battle loop
LIVE COMBAT ENGINE
Select the active player's unit, then an enemy target.
The battlefield now runs COMMAND → MOVE → SHOOT → CHARGE → COMBAT. Command handles scoring checks and Battle-shock; Charge follows 11e roll-first targeting: select charger → roll 2D6 → choose target → move.
GAME CLOCK 03:00:00
PHASE
Pick a unit belonging to the active player.
WAR OFFICE STATE
Battlefield and Battle Book are one live play surface. Calculator is the detailed view.
Select a unit on the battlefield. The same unit will be loaded into Game and Calculator state.
The battlefield is calibrated at 20 px = 1". Battlefield selections are synchronised into the live Game state and Calculator. Default HORIZONTAL ×2 deployment uses two touching ranks. Context formation controls also provide VERTICAL ×2, TIGHT ×3, and deliberate single-file CONGA HORIZONTAL / VERTICAL lines. Whole formations can rotate in 45° steps. Default-attached Leaders are folded into their bodyguard unit and move with it. Formation and 45° rotation controls are also available directly from each unit context menu. Weapon coverage is now deliberately high-contrast, with a bright halo, stronger fill, origin marker and spoke. The FREE RULER measures anywhere on the board; UNIT RULER measures approximately edge-to-edge between two unit formation footprints and stays attached if either unit moves. CONTEXT DICE surfaces Advance, Battle-shock and Charge rolls only when relevant; the generic roller lives behind TOOLS → DICE TRAY.
ARMY B
RESERVES / UNDEPLOYED
Dropdown selector
Dropdown selector
RISK MODEL
AVERAGE uses ordinary expected values. PRO modes deliberately lean the dice against your selected side.
FIGHT EXCHANGE
The current attacker fights first. The opponent then fights back using only the surviving bodyguard models plus any surviving attached leader. Use ⇄ above if the other unit fights first.
WEAPON CHOICES
SITUATION
STRATAGEM PACKAGES
Swap the detachment package, then choose what is active
Current 11e packages are loaded for the rosters. Choose None to strip detachment Stratagems out of a matchup. The main calculator allows one attacker Stratagem and one defender/exchange Stratagem. The Matchup Finder can optimise checked combat Stratagems separately for every trade.
CURRENT 11E
ATTACKER
DEFENDER
CORE, NATIVE & CHIP DAMAGE 0 CP selected
EXPECTED DAMAGE
0.00
Average expected value
0%of bodyguard effective wounds
0.00ordinary average damage
0.00expected models destroyed
0.00expected bodyguard models left
0.00wound-equivalents only
0.00average weapon damage
0.00average chip / mortal damage
0.00expected retaliation if enabled
0CP selected after leader discount
0bodyguard wounds available
0expected attack dice
Casualty prediction will appear here.
Damage breakdown
ProfileCountAttacksHitsLethal auto-wounds Wound-roll woundsTotal woundsDevastatingSave usedUnsaved Raw damageFNPFinal damage
Advanced: edit weapon counts

Counts are the full-strength roster assumptions. When models are removed, mixed loadouts scale proportionally. Change a count here if the export does not represent your exact model-by-model loadout the way you intended.

Selected unit abilities
Math assumptions and source notes
MATCHUP HEATMAP
See the whole army matchup at once
Rows attack columns. Duplicate copies collapse automatically. Click any square to load that exact matchup, phase, weapon mode and automatically chosen Stratagems into the Calculator.
FULL ROSTER MATRIX
AVERAGE uses expected values. PRO modes assign the low percentile to your army and the matching high percentile to the opponent.
Advanced positional assumptions
NET TRADECurrent Trade Index: net points-equivalent gained per 100 attacker points after immediate melee reply.
OFFENCEEnemy points-equivalent removed per 100 attacker points. Higher is better.
DEFENCEAttacker points theoretically needed to remove 100 points of this target, using the inverse of offensive efficiency. 100 = point-for-point; higher is tougher for its cost.
Poor for attacker
Excellent for attacker
Blood Angels vs Tyranids is preselected. Generate the matrix when ready.
MATCHUP FINDER
Who should fight whom?
Runs the actual calculator across both rosters, collapses tactically identical duplicate units, and builds a target profile for every distinct attacker. It tries Shooting and charged Melee, picks the best legal weapon mode, folds in default leaders, and estimates immediate melee retaliation after casualties.
WHOLE ROSTER
STRATAGEM LOADOUT FOR RANKINGS
Auto mode evaluates the checked combat Stratagems on every trade. The attacker chooses the legal checked option that maximises expected damage; the defender chooses the legal checked response that minimises it. Untick a Stratagem to swap it out. Utility Stratagems remain visible as reference but do not alter the damage matrix.
ARMY A
ARMY B
PRO mode applies the low percentile to your attacks and the matching high percentile to enemy attacks in both ranking directions.
TYRANID DEFENCE OPTIONS
Savage Roar is applied only to hypothetical melee trades into a Tyranids Monster. Each row therefore means “if this is the Monster you spend the 1CP on”, not that every Monster is protected simultaneously. Maleceptor support is positional, so it is opt-in.
Trade index: ((enemy points-equivalent removed − your points-equivalent lost to the immediate melee reply) ÷ attacker points) × 100. A score of 0 is roughly an even immediate trade; +50 is a net gain of about 50 points per 100 points committed. Shooting has no same-activation reply modelled, so shooting scores are deliberately optimistic. It is a target-selection guide, not a win-probability engine: movement, range access, objectives, screens and later-turn retaliation still matter.
Blood Angels vs Orks is preselected. Press ANALYSE BOTH DIRECTIONS. Identical duplicate units are collapsed automatically.
BATTLE BOOK · LIVE CONTROL DECK
Combat effects, objectives, casualties and score beneath the battlefield.
Current 11e Force Dispositions resolve each army's Primary Mission automatically. Secondary cards now carry their current scoring tiers, while the combat log detects kill-based scoring. Board-position and action conditions remain one-tap confirmations.
CHAPTER APPROVED 2026–27
Battle setup is controlled by the Command Table above. This book follows the live battle automatically.
Start the battle from the COMMAND TABLE above. The Battle Book will come alive automatically.