Ship meta board
The whole roster ranked by robustness — how much of the field each ship reliably beats in a multi-battle attrition campaign, scored 0–100 (50 = coinflip). A win is a win: blowout margins can't buy rank, and a fat counter-list can't hide behind them. The slider sets how much PR your ship brings vs the field.
Robustness 0–100
how consistently a ship beats the field — 50 = coinflip, not a margin score
Your PR vs the field
100%even
race
tagscaptureflank
▲▼ = move vs even PR
Race
Tempo
Each cell re-sims the full field with your ship at that PR and the opponent at 100M
(130% cap, trade-blows, dummy-padded, capture without compounding). Robustness = how much of the field
you reliably beat, not by how much — each matchup is a saturating win/loss (tanh),
so blowout margins can't buy rank and a fat counter-list can't hide behind them. 50 = coinflip.
Tiers by rank. Flank-role ships tagged; Starbases/Scouts/memes/NPCs excluded.
Scores also fold in each ship's performance against the library of real post-rebalance
compositions people actually fielded (eos-fleet-scores) — the mono-field score
anchors, real-meta evidence tilts. The posture picker is YOUR altitude in that real-meta component; the
opponent's stays averaged.
Each dot is a ship: X = how much of the field it beats 1v1, Y = how much it outright wipes (base), at the altitude and PR ratio you set. On the dashed line = every win is a clean wipe (a finisher); far below it = wins a lot but rarely annihilates (a grinder). Straight off the counter atlas — no campaign model.
PR ratio 100%
Race
Tempo
Win = wins the battle (less PR lost, wipe exception); Wipe = destroys the field's base. Averaged over every 1v1
in the ship_counters atlas, restricted to the Field selected above. Raw 1v1 — no turns/velocity/attrition (that's the tier board).
Tempo band = velocity (pr × build rate). Starbases/Scouts/memes/NPCs excluded.