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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 AFeudal
300F250G
400 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Side BCastle
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Flemish Militia wins

6 left standing · 26s

Counter analysis
Duration

26s

Trade ratio

2.22×

resources destroyed per resource lost, side A

A lost

4/10

270 res

B lost

10/10

600 res

Surviving units over time
0s · 10 v 1026s · 6 v 0
■ Flemish Militia■ Pikeman

Engagement detail

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

Flemish Militia

vs Pikeman
Damage / hit
6
Hits to kill
10
DPS
3
Free shots
0s
Attack
9 +4
Armour
4/5
Speed
1.034

Pikeman

vs Flemish Militia
Damage / hit
4
Hits to kill
10
DPS
1.33
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Flemish Militia beat up to 11 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.