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OGame Combat Simulator

OGame Combat Simulator: How to calculate battles in advance, minimise losses, use rapidfire mechanics and optimally plan attacks.

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The Combat Simulator — why it's indispensable

In OGame, battles are irreversible: destroyed ships are lost, captured resources bring profit. Anyone who attacks without simulation is acting blindly — and this usually ends up being expensive. The combat simulator is therefore the most important external tool for every fleeter in the browser game OGame, which has been operated by Gameforge since 2002.

A combat simulator takes the data from the espionage report (opponent's fleet and defence, research levels if known) and calculates the outcome of the battle in thousands of simulated rounds. The result shows: Does the attacker win? How many ships does he lose? How large is the debris field? Is the attack economically worthwhile?

Without a simulator, a serious attack strategy in OGame is hardly possible. The complexity of the combat system — with rapidfire, shield values, research bonuses and class effects — makes manual calculations impractical. The simulator does this in seconds.

How does the OGame combat system work?

Round-based combat

OGame battles run for up to 6 rounds. In each round, every ship fires at a randomly selected target on the opposing side. The battle ends when one side is completely annihilated or after 6 rounds, with the stronger side then being considered the winner (or a draw if units remain on both sides).

Shields and structure points

Every ship has three values: damage (attack), shield strength and structure points (hull). Incoming damage first hits the shield. When the shield is exhausted, the structure is damaged. Ships with structure HP over 30% of their original hull can regenerate their shield in the next round — this is an important mechanic that gives the simulator results their statistical distribution.

Rapidfire — the key mechanic

Rapidfire is the multiplier that fundamentally changes battles. Certain ship combinations have rapidfire values against each other:

AttackerTargetRapidfire Value
CruiserLight Fighter6 (fires ~6x per round)
BattlecruiserCruiser4
BomberAll defence structures5–20
DestroyerBattlecruiser2
DeathstarDestroyer5
DeathstarRecycler250

The combat simulator automatically takes all rapidfire values into account. Those who understand rapidfire synergies can specifically counter fleets and massively save resources when building fleets.

Using the simulator correctly

Entering espionage reports

The first step is a complete espionage report of the target. The more information (fleet, defence, research), the more accurate the simulation. Many simulator tools allow direct pasting of the espionage report — the simulator then automatically extracts all relevant data.

Entering your own data

Enter your attacker fleet and your research levels. Weapons technology, shield technology and armour technology in particular have a direct influence on the battle outcome. The class bonus (General class increases fleet damage) should also be taken into account.

Interpreting results

A good simulator runs thousands of simulations and shows average values as well as fluctuation ranges. Pay attention to:

  • Win rate: How often does the attacker win? Below 95% should be critically examined.
  • Own losses: What does the attack cost? Convert losses to resource value.
  • Debris field: How large is the debris field? Is it worthwhile to send recyclers?
  • Net profit: Loot minus losses minus flight costs (deuterium) = profit or loss?

Calculating the profitability of an attack

An attack is only worthwhile if the net profit is positive. The formula is simple:

Net profit = Loot − Losses (in resource value) − Deuterium costs for flight path

Losses are converted to resource value: a Light Fighter costs 3,000 metal + 1,000 crystal = 4,000 resources. If you lose ten Light Fighters, that's 40,000 resources lost. If the loot is below this, the attack is economically pointless.

Experienced fleeters speak of "worthwhile attacks" only from a ratio of 3:1 — that is, three units of loot per one unit of loss. Lower ratios only make sense for strategic targets (moon building, weakening enemy fleet).

Research and classes in the simulator

The combat research has a direct influence on every battle and must be entered correctly in the simulator:

  • Weapons Technology: Each level increases the damage of all ships by 10%.
  • Shielding Technology: Each level increases the shield of all ships by 10%.
  • Armour Technology: Each level increases the structure points of all ships by 10%.

A player with Weapons Technology 15 does 150% more damage than a player with Weapons Technology 0 — an enormous difference that must be correctly captured in the simulator. The General class bonus on combat strength must also be taken into account.

Frequently asked questions

What is the OGame Combat Simulator?

A tool that virtually calculates battles before a real attack. You input attacker and defender fleets, the simulator calculates winner, losses and economic balance over thousands of simulated combat rounds.

How does the combat system work in OGame?

Round-based, up to 6 rounds. Each side fires at random targets. Shields absorb damage first, then structure points. Rapidfire allows certain ships to fire multiple times per round.

Where can I find an OGame Combat Simulator?

There are several community-developed combat simulators as external web tools. There is no built-in simulator in the game itself — external tools have been the community standard for years.

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