FAQ

Quick answers to common questions.

An admin needs to approve new registrations to prevent bot spam. This usually happens within 24 hours. If you’ve just finished a game and need to submit a score urgently, message the organiser and we’ll approve it quickly.

Your opponent must log in and confirm the result. Please try to do this together at the end of the match.

Yes—please do. Just submit each match separately so the armies and results remain accurate.

No—both players must be in the league so the opponent can confirm the result. The good news: joining is free, no commitment, and takes ~5 minutes on mobile.

Win rates are based on recorded league results across all players using that army. If an army keeps winning in league games, its win rate will be high—regardless of perception.

Please don’t. One account per person keeps the league fair and the stats meaningful.

Agree at the start whether you’ll submit results. This is a community league—be sporting. If there’s a dispute, contact the organiser and we’ll help resolve it.

Yes. You don’t need special permission—just be honest and submit actual results. Talk to your opponent so both of you are happy to confirm the entry.

Starting point: Everyone begins at 1000 Elo.

A) First 5 games (per player)
  • Fixed scoring: +20 for a win, 0 for a draw, −20 for a loss.
  • No army multipliers during these first five.
B) After 5 games — Expected score
E_A = 1 / (1 + 10^((R_B - R_A)/400))
E_B = 1 - E_A
C) K-factor

We use K = 20 after the first five games.

D) Army multiplier
  • Win multiplier (linear scale): M_win = 1 + 2 × (1 - Winrate)
  • Loss multiplier: M_loss = 1 / M_win
  • Unknown army (no league data yet): treated as 50% → win ×2, loss ÷2.
  • The winrate snapshot used is the value before your match; then your army stats update.
E) Independent rating updates (not mirrored)
ΔR_A = K_A × (S_A - E_A) × M_A
ΔR_B = K_B × (S_B - E_B) × M_B
  • S is the actual result (1 = win, 0.5 = draw, 0 = loss).
  • M uses the player’s army and whether they won or lost (win → M_win, loss → M_loss).
  • K_A and K_B can differ for players in their first five games (fixed scoring stage).
  • Because multipliers and K can differ, ΔR_A + ΔR_B is not necessarily zero — this is intentional.
Example (matches spreadsheet)

Peppe (1000 Elo, army WR 20%) vs Richard (1200 Elo, army WR 60%). Peppe wins.

  • Expected scores: E_A ≈ 0.2403, E_B ≈ 0.7597.
  • K = 20 for both (past first five).
  • Multipliers: Peppe M_win = 1 + 2×(1 - 0.2) = 2.6; Richard M_loss = 1 / (1 + 2×(1 - 0.6)) = 1 / 1.8 ≈ 0.5556.
  • Peppe: ΔR_A = 20 × (1 - 0.2403) × 2.6 ≈ +39.5 → +40.
  • Richard: ΔR_B = 20 × (0 - 0.7597) × 0.5556 ≈ −8.4 → −8.

Summary: Upsets pay big; weaker armies are rewarded; spamming strong armies gives smaller returns.