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Analysis

Battle simulator

Two stacks, real armour classes, real reload timers. Overkill is wasted and out-ranged units eat free shots while they close.

Side ACastle
700F400G
800 total HP
Civilization
Scale Barding ArmorChain Barding ArmorPlate Barding ArmorHusbandryBloodlines
Upgrade bill
1050F450G
Side BFeudal
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Pikeman wins

8 left standing · 9.9s

Counter analysis
Duration

9.9s

Trade ratio

0.09×

resources destroyed per resource lost, side A

A lost

10/10

1300 res

B lost

2/10

120 res

Surviving units over time
0s · 10 v 109.9s · 0 v 8
■ Steppe Lancer■ Pikeman

Engagement detail

What each side does to the other, per hit and per second.

Steppe Lancer

vs Pikeman
Damage / hit
6
Hits to kill
10
DPS
3
Free shots
0.9s
Attack
9
Armour
3/5
Range
1

Pikeman

vs Steppe Lancer
Damage / hit
27
Hits to kill
3
DPS
9
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Steppe Lancer beat up to 6 Pikeman.

Both stacks are assumed to be in contact and focused on one target at a time. Kiting after contact, collision, splash radius, healing, conversion and terrain are not modelled — treat the result as the maths of the trade, not a replay.