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We simulated Shrewsbury Town vs Gillingham 100,000 times. Shrewsbury Town won 51,871 of them (51.9%), the draw came up 26.1% of the time and Gillingham won 22.1%. No single score is common: 1-1 is the likeliest at 12.3%, while the likeliest Shrewsbury Town win is 1-0 (10.5%). Both teams score in 52.1% of simulations.
| Shrewsbury Town win | 51.9% |
|---|---|
| Draw | 26.1% |
| Gillingham win | 22.1% |
| Most likely score | 1-1 (12.3%) |
| Expected goals | 1.68 – 1.01 |
| Both teams to score | 52.1% |
| Over 1.5 goals | 75.5% |
| Over 2.5 goals | 50.1% |
|---|---|
| Over 3.5 goals | 28.4% |
| Shrewsbury Town score first | 59.2% |
| Gillingham score first | 33% |
| Shrewsbury Town clean sheet | 36.7% |
| Gillingham clean sheet | 19.2% |
Every number on this page comes from one request: 1X2, scorelines, goal lines, halves, HT/FT, Asian handicaps, corners, cards and goal timing, plus the market comparison, value bets and the full expected-goals breakdown. Up to ten fixtures per call.
GET /api/predictions/generate/420646824 ?v=2 &detail=standard &include=value,corners,cards # 100,000 runs: 1X2, scores, goals, halves, # corners, cards, value bets, xG breakdown
Shrewsbury Town are favourites. They win 51.9% of our 100,000 simulations, against 26.1% for the draw and 22.1% for Gillingham. Including the draw, Shrewsbury Town avoid defeat 77.9% of the time.
1-1, which came up in 12.3% of simulations. Next are 1-0 (10.5%) and 2-0 (9.5%). The likeliest Shrewsbury Town win is 1-0 (10.5%). No single score is likely on its own, which is why the full spread of scorelines matters.
Both teams score in 52.1% of simulations. Shrewsbury Town keep a clean sheet 36.7% of the time and Gillingham 19.2%.
The simulations average 2.69 goals: 1.68 for Shrewsbury Town and 1.01 for Gillingham. Over 1.5 goals lands 75.5% of the time, over 2.5 goals 50.1% and over 3.5 goals 28.4%.
Our v2 engine plays the match 100,000 times. It starts from the sharpest betting market (here Betfair Exchange), blends in each team's recent attack and defence numbers and xG, then uses a Dixon-Coles model so low scores like 0-0 and 1-1 come up as often as they do in real football. Goal times, corners and cards are simulated minute by minute.
Every 20 minutes on matchday and every few hours before that, so it moves with team news and the betting market. The last pre-match run stays on the page after kick-off so you can compare it with the result.