For simplicity I would consider “ignoring” some naval special situations. What I mean is, it doesn’t seem essential for subs/dds to work in terms of determining an OOL for a correct simulation. First and foremost naval battles can be tough for humans to work out considering OOLs can be real screwy and are so game/strategy dependent.
I would suggest a simple default OOL, with no special circumstances taken into account for the battles.
IE: sub, dd, ac, ca, ftr, bom (if attacking), bb.
Which is based soley on best defensive roll. Afterall if you are using the calc, most of the time you want to see “what happens if I fight to the death” and any time you do this you should be assuming your opponent isn’t an idiot and will use the best defenders possible. In terms of the sim it really doesn’t matter if you remove a DD before an AC if attacking subs are left b/c they both defend at 2.
I think it is safe to assume any human player that goes through the trouble of finding and using the AACalc, will know that you need a dd to negate the subs first strike etc.
You can also run the battle one round at a time and manually remove the losses as you see fit, if you want to try and see different scenerios play out. But you could get an overall look at odds and see what happens if you stay till the end of battle and your opponent always kept his best defenders.
I would think a Disclaimer like this might work:
“For Naval battles AACalc assumes no special abilities and uses a default OOL of lowest defender to highest. For more detailed results that take special abilities into account run the battle one round at a time and manually remove the units you see fit before proceeding to the next rd of battle.”
Again, I think A&A players are pretty smart when we work out when to attack or not attack at sea and how we take losses, so I don’t think it is necessary to go through an immense amount of trouble trying to code for the crazyness of naval battles. IMO, you only need a ball park figure. And if you are counting on your opponent to make poor OOL choices then I don’t think you’ll need AACalc to help you win the game.
I’d keep all slots for units, but the only thing I’d code would be the Inf + RT connection. Everything else the player can pretty much do.
Edit:
Oops, I’d also account for 2-hit BBs if that wasn’t assumed in my post. So OOL would be:
1 hit BB, sub, dd, ac, ca, ftr, bb