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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
650F300G
400 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Side BFeudal
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Pikeman wins

9 left standing · 34.5s

Counter analysis
Duration

34.5s

Trade ratio

0.05×

resources destroyed per resource lost, side A

A lost

10/10

1100 res

B lost

1/10

60 res

Surviving units over time
0s · 10 v 1034.5s · 0 v 9
■ Chakram Thrower■ Pikeman

Engagement detail

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

Chakram Thrower

vs Pikeman
Damage / hit
1
Hits to kill
55
DPS
0.5
Free shots
4.5s
Attack
7 +4
Armour
4/4
Range
5

Pikeman

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

10 Chakram Thrower beat up to 5 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.