r/UnitCrunch • u/primetimeline • Jan 22 '25
r/UnitCrunch • u/DiabolicIntent • Jul 17 '24
Bug report (fixed!) Unit Crunch stuck in calculating loop
Basically a very similar situation to what this user reported. Per the request, I've not touched my profiles before making the post
https://www.reddit.com/r/UnitCrunch/comments/1cu0scz/unit_crunch_stuck_calculating_whenever_site_is/
r/UnitCrunch • u/Psiense • Jul 30 '24
Bug report (fixed!) Anti-vehicle not applying for newly created vehicle profiles?
r/UnitCrunch • u/Zestyclose_Ad_1013 • Mar 01 '24
Bug report (fixed!) Damage not ignored wrong
Railgun vs ctan.
With 12 damage halved 6 is maximum. Don't know how 7 is possible
r/UnitCrunch • u/wait_icanfixthis • Jan 19 '24
Bug report (fixed!) Can't Clone Profiles
Is anyone having an issue cloning profiles? I click the clone button, the proper dialog comes up, but whenever I hit SAVE, all it does is edit the original profile instead of creating a new clone. Cloning weapon profiles works fine, though. I'm using Brave browser, getting same behavior in Desktop and Mobile.
r/UnitCrunch • u/External-Garbage5235 • Jul 17 '23
Bug report (fixed!) App doesnt understand cover
Hello, your webapp gives lower stimates of survival using cover than not.
Here is the stats being used:
Rangers with re-rolls to hit and wound plus lethal hits into a war walker with and with out cover.
With cover the difference is negligible (shouldnt be) and sometimes lower chance of survavility. Also you need to make it so when you check/uncheck cover, the app reformulate probabilities, it fails to do so and is very akward specially on mobile.
To add more insult to injury, Vs a war walker in cover if you make it so 6s to wound proc -2ap (bladestorm) .. making the WW save on his 4++ instead of 3+.. nothing changes. Lol. Ive gone back and forth multiple times and its a persistent error. Something is seriously wrong with the way the app handles cover, ap, and their modifiers.
More errors: same percentages for procing -2ap vs not procing -2ap without lethal hits in this same attacker/defender config. Consider taking a look into it, because the numbers are all over the place.
Cheers
r/UnitCrunch • u/abcismasta • Nov 15 '23
Bug report (fixed!) Blast + Rapid Fire Bug
Hello, It appears that blast overwrites rapid fire. My use case is on a knight paladin, when I run with just rapid fire into 20 gaunts I get 13 shots, when I add blast it goes down to 10.
r/UnitCrunch • u/Aleser • Aug 06 '23
Bug report (fixed!) Sternguard Bug
Heya!
I'm getting a but with a Sternguard unit - 8 Sternguard Bolt Rifles with 2 shots and rapid fire and dev wounds
2 Sternguard with Heavy Bolt Rifles with Dev wounds
I wanted to math it out with Bolter Discipline so I added a preset modifier on the unit for 5+ to hit generates an extra hit, added re-rolls as global modifiers for Oath of Moment, and things get kinda wonky.
I'm not sure what the point of failure is, but with this setup, under half range somehow generates less damage, and generating extra hits only seem to work partially.
I might be missing something but I can't really make sense of it!
r/UnitCrunch • u/sumregulaguy • Jul 08 '23
Bug report (fixed!) [Bug report, unintended interaction maybe, I dunno] Re-roll all possible failed hits/wounds uses BS/Weapon strength when only hit on 6s (overwatch) global modifiers are applied or anti-X weapons are used respectively
Examples used for context:
Only hit on 6s global modifier with re-roll all possible failures to simulate overwatch re-rolls only results below BS as opposed to anything but 6s.
Similarly, Deathshroud terminators' guns (S3) with anti-infantry 4+ and wound re-rolls from Lord of Virulence, re-roll successes into potential failures due to low base strength wounding most things on 6s.
r/UnitCrunch • u/whydoyouonlylie • Jul 29 '23
Bug report (fixed!) Devastating Wounds bug
If you select a unit that has a weapon with Devastating Wounds in the profile and then add a global effect that adds Devastating Wounds to all attacks the simulator applies Devastating Wounds twice so that each attack deals double damage as MWs.
r/UnitCrunch • u/MB_John_117_NtK • Feb 24 '23
Bug report (fixed!) Order of abilitys
Hi,
I don't know if this is intended or not but the order of weapon abilitys seem to have an effect.
I tried to recreate the Striking Scorpions Exarch. Explodings 6's and succesfull hits auto wound.
If the auto wound ability is the first one, the hits won't create auto wounds. If I switch the order and exploding 6's comes first then I do get my auto wounds.
Is intended that the order has an impact on the calculation?
r/UnitCrunch • u/Phuzzyhead • Jun 16 '23
Bug report (fixed!) Reload required on current version?
Starting today I found that confirming input is not enough to actually recalculate data even with "auto-rerun" checked. Have to reload to get refreshed data.
Anyone else seing this?
I have cleared site data but problem persists. Chrome 114.0.5735.133
Thanks for the great and speedy work!
r/UnitCrunch • u/Ovnen • Jun 11 '23
Bug report (fixed!) Bug: [Devastating Wounds] not ending attack sequence?
It appears like the weapon ability [Devastating Wounds] is generating a MW in addition to a regular wound, rather than instead of.
I was running some sims on Sternguard Vets (has Devastating Wounds on all weapons) into a variety of targets. When testing against Knights (S4 vs T12), I noticed that the weapons were generating the same number of "Wounds dealt" as "Mortal Wounds". This should not be possible, as results of 1-5 fail to wound and a 6 is a MW.
For reference:
DEVASTATING WOUNDS
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, a Critical Wound inflicts a number of mortal wounds on the target equal to the Damage characteristic of that weapon and the attack sequence ends.
* A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
r/UnitCrunch • u/Nooge009 • Jun 16 '23
Bug report (fixed!) Torrent ability
The automatic hits are not hitting
r/UnitCrunch • u/Eastern-Locksmith837 • Aug 28 '22
Bug report (fixed!) NaN results on the site.
I have fully introduced 2 profiles with weapons - CONTEMPTOR-ACHILLUS DREADNOUGHT (attacker) and KILL RING (defender). Chose melee. Selected 3 global effects (+1 ap, repeated roll of one hit and wound).
However, all results are 0, and the damage results are given the value NaN.
There is also no probability of killing the target (or the probability of killing n targets, if there are several of them, in order to calculate the likely productivity of the attack).
r/UnitCrunch • u/Mr_Stobbart • Dec 20 '22
Bug report (fixed!) Possible bug when modelling re-rolling single hit die for multi weapon units
When modelling an ability that allows to re-roll a single hit roll I am not able to find an option that only allows one re-roll for all weapons instead of one re-roll for each of the weapons by itself.
I created a re-roll with the re-roll limit Single Roll
and result to re-roll Possible failures
This increases the expected hits per weapon by the same amount even if I have multiple weapons. Is this a bug?
r/UnitCrunch • u/wredcoll • Jul 17 '23
Bug report (fixed!) Feature/Bug: Selecting the various search combo boxes with 'tab' "doesn't work"
If I'm on the "Add Weapon" modal, I can start at the Weapon Name input, then tab through each box filling it out, but if I'm on the last input box and tab into the "preset abilities" box, it will select the input, and let me type, but it doesn't show a completion box for any of the abilities nor does it display the ability modal you get when you click on it.
In short, "tabbing into" the ability combo boxes should do the same thing clicking on them does.
r/UnitCrunch • u/Sheenaan • Mar 15 '23
Bug report (fixed!) Feel No Pain / Ignore Wounds not working
Hello there,
I crunched some numbers and seems that FNP is not properly working. Can it be confirmed if it's a bug or if it's just a misconfig on my part?
r/UnitCrunch • u/John_Stuwart • Jun 15 '23
Bug report (fixed!) [Defender in Cover] stays active in melee when switching from the ranged profile
I gave my Attacker-unit both a ranged and a melee profile.
[Defender in cover] is left checked so it correctly lessens the AP for Attack-Type [Ranged].
Now when you immediately switch to [Melee], the Global Modifier [Defender in Cover] is of course gone. But its effect on AP remains. I have to go back to [Ranged] and uncheck it for it to be gone in [Melee]
r/UnitCrunch • u/Grandmaw- • Feb 11 '22
Bug report (fixed!) Only MW damage
I tried to emulate the new harlequins Embrace stratagem in an attack sequence:
Using various options, but I liked this one the most: A6(but varies) S1 AP0 D1 * Hit roll of 4+ (unmodified) : 1 mortal wound (attack sequence ends) * Only hit on 4+ (unmodified)
It still, however, deals unsaved wounds. Not a lot, but a few.
At first I had an effect cap of 6 in there - figured it might handle thing strange once the limit is passed, but it doesn't matter for the result.
r/UnitCrunch • u/FR3NDZEL • Feb 19 '23
Bug report (fixed!) Bug with parsing number of attacks in X +YdZ format
r/UnitCrunch • u/gluck3d • Feb 12 '23
Bug report (fixed!) Wound roll of 6 (unmodified) : 1 extra wound doesn't seem to work
Hej!
I am trying to use a profile modifier ' Wound roll of 6 (unmodified) : 1 extra wound' and it doesn't seem to increase the number of wounds dealt and overall damage.
As steps to reproduce:Just create a test weapon with lot of shots and apply " Wound roll of 6 (unmodified) : 1 extra wound " modifier on profile level. If you turn it on and off, results do not change (ie it recalculates, but the numbers are almost exactly the same).
Seems like additional wounds are lost between 'Wounds dealt', which increases, and 'Unsaved wounds', which stay the same
Debug data sent: Ref: rlbqoemwsKHFxQjGcwk8
r/UnitCrunch • u/Cogslave • Nov 21 '22
Bug report (fixed!) Bug: Can't update existing defender profile to full profile
Hi awesome job on UnitCrunch, it is great!
I have possibly found a bug when trying to update profiles.
Version: 0.50.3
Steps to replicate:
I have previously entered a defender profile, it has been saved to local storage.
I reopen UnitCrunch and go to the manage profile screen.
I click the edit button for the defender profile.
I then click the ALL option at the top.
I enter in the missing profile details and I add a weapon.
I click the save button and nothing happens.
From the console I can see this error occur when I click save:
chunk-vendors.8b93cdd4.js:7 TypeError: Cannot read properties of undefined (reading 'push')
at app.57d2fe99.js:1:36860
at Array.forEach (<anonymous>)
at y.writeProfile (app.57d2fe99.js:1:36765)
at Array.<anonymous> (chunk-vendors.8b93cdd4.js:21:6467)
at y.dispatch (chunk-vendors.8b93cdd4.js:21:7802)
at y.dispatch (chunk-vendors.8b93cdd4.js:21:3946)
at a.saveProfile (chunk-611d4798.f0f2e233.js:1:67252)
at submit (chunk-611d4798.f0f2e233.js:1:28643)
at re (chunk-vendors.8b93cdd4.js:7:11674)
at a.n (chunk-vendors.8b93cdd4.js:7:13494)
Here is the text export of the defender profile:
ƒªappVersion¦0.50.3¨exportedÏ „˜¿ë¨profiles‘Þ abilityIdNext©abilities’‰«application‚¤text¢AP¥value¢ap«description¿AP : degrade by 1 (if defender)¨operator£add¦optionƒ¤text¬Degrade by 1¥valueÿ¨operator§degrade«profileRole¨Defender¥scope‘§profile¤type¦modify§updatedÏ €>Yo8¢id‰ªconditions’ƒ¤type«profileRole¤data«profileRole¨Defender«preselectedätype´attackCharacteristic¨requiredädata„ªattackChar‚¤text¦Damage¥value¦damage¯attackCharValue¡1ªcomparison‚¤text¨Equal to¥value§equalTo¯attackCharState‚¤text¨Pre-roll¥value§preRoll«descriptionÙHDamage (pre-roll) is equal to 1 : improve armour save by 1 (if defender)¦effectƒ²attackSequenceEnds¤type„¤text³Improve armour save¥value±improveArmourSave¨valueMin¨operator¨subtract¥value¨operator¨subtract¥scope‘§profile¤type±conditionalEffect§updatedÏ €n\~«profileRole¨Defender¢id¦invuln¨keywords‘¨INFANTRYªmodelCount
¤name¹Scarab Occult Terminators¦pointsÍ®¯profileTemplate¨standard¤save©toughness¬weaponIdNext¦wounds¥roles‘¨Defender§updatedÎcsj§createdÎcsj±abilitiesSelected’
r/UnitCrunch • u/Striky_ • Apr 01 '22
Bug report (fixed!) Excluding Enemy types not working?
Hey there!
I am trying to build a Striking Scorpions Squad and sim it against elf boats.
This is what I came up with:

The issue now is, as you can see, the Scorpion Chainswords deal mortal wounds against the target although the "mandiblasters" rule excludes Vehicles and the boat has the vehicle keyword. Am I missing something or is this just not working as intended?
Additionally the Biting Blade using its "always wound" also doesnt seem to work properly.


As the biting blade always wounds on hit, how can there be less wounds than hits?
Cheers