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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
650F650G
800 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Barding ArmorChain Barding ArmorPlate Barding ArmorHusbandryBloodlines
Upgrade bill
1695F795G
Side BCastle
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Hei Guang Cavalry wins

4 left standing · 14.4s

Counter analysis
Duration

14.4s

Trade ratio

0.62×

resources destroyed per resource lost, side A

A lost

6/10

975 res

B lost

10/10

600 res

Surviving units over time
0s · 10 v 1014.4s · 4 v 0
■ Hei Guang Cavalry■ Pikeman

Engagement detail

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

Hei Guang Cavalry

vs Pikeman
Damage / hit
12
Hits to kill
5
DPS
6.67
Free shots
0s
Attack
15 +4
Armour
7/7
Speed
1.485

Pikeman

vs Hei Guang Cavalry
Damage / hit
23
Hits to kill
4
DPS
7.67
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Hei Guang Cavalry beat up to 10 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.