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We simulated Tranmere Rovers vs Cheltenham Town 100,000 times. Tranmere Rovers won 52,790 of them (52.8%), the draw came up 24.8% of the time and Cheltenham Town won 22.4%. No single score is common: 1-1 is the likeliest at 11.6%, while the likeliest Tranmere Rovers win is 2-1 (9.6%). Both teams score in 55.7% of simulations.
| Tranmere Rovers win | 52.8% |
|---|---|
| Draw | 24.8% |
| Cheltenham Town win | 22.4% |
| Most likely score | 1-1 (11.6%) |
| Expected goals | 1.79 – 1.09 |
| Both teams to score | 55.7% |
| Over 1.5 goals | 78.7% |
| Over 2.5 goals | 54.8% |
|---|---|
| Over 3.5 goals | 32.7% |
| Tranmere Rovers score first | 58% |
| Cheltenham Town score first | 35.4% |
| Tranmere Rovers clean sheet | 33.9% |
| Cheltenham Town clean sheet | 17.1% |
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/420646792 ?v=2 &detail=standard &include=value,corners,cards # 100,000 runs: 1X2, scores, goals, halves, # corners, cards, value bets, xG breakdown
Tranmere Rovers are favourites. They win 52.8% of our 100,000 simulations, against 24.8% for the draw and 22.4% for Cheltenham Town. Including the draw, Tranmere Rovers avoid defeat 77.6% of the time.
1-1, which came up in 11.6% of simulations. Next are 2-1 (9.6%) and 1-0 (9.3%). The likeliest Tranmere Rovers win is 2-1 (9.6%). No single score is likely on its own, which is why the full spread of scorelines matters.
Both teams score in 55.7% of simulations. Tranmere Rovers keep a clean sheet 33.9% of the time and Cheltenham Town 17.1%.
The simulations average 2.89 goals: 1.79 for Tranmere Rovers and 1.09 for Cheltenham Town. Over 1.5 goals lands 78.7% of the time, over 2.5 goals 54.8% and over 3.5 goals 32.7%.
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.