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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 AImperial
350W450G
500 total HP
Civilization
Padded Archer ArmorLeather Archer ArmorRing Archer ArmorFletchingBodkin ArrowBracerChemistryBallisticsThumb Ring
Upgrade bill
1700F550W1125G
Side BFeudal
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Elite Composite Bowman wins

10 left standing · 15.8s

Counter analysis
Duration

15.8s

Trade ratio

∞

resources destroyed per resource lost, side A

A lost

0/10

0 res

B lost

10/10

600 res

Surviving units over time
0s · 10 v 1015.8s · 10 v 0
■ Elite Composite Bowman■ Pikeman

Engagement detail

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

Elite Composite Bowman

vs Pikeman
Damage / hit
6
Hits to kill
10
DPS
3.53
Free shots
6.4s
Attack
8 +4
Armour
5/4
Range
7

Pikeman

vs Elite Composite Bowman
Damage / hit
3
Hits to kill
17
DPS
1
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Elite Composite Bowman beat up to 20 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.