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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
650F900G
850 total HP
Civilization
Scale Barding ArmorChain Barding ArmorPlate Barding ArmorSiege EngineersHusbandryBloodlines
Upgrade bill
1550F600W450G
Side BCastle
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Pikeman wins

9 left standing · 18.4s

Counter analysis
Duration

18.4s

Trade ratio

0.03×

resources destroyed per resource lost, side A

A lost

10/10

2000 res

B lost

1/10

60 res

Surviving units over time
0s · 10 v 1018.4s · 0 v 9
■ War Chariot■ Pikeman

Engagement detail

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

War Chariot

vs Pikeman
Damage / hit
4
Hits to kill
14
DPS
0.62
Free shots
6.4s
Attack
8
Armour
3/9
Range
7

Pikeman

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

10 War Chariot beat up to 4 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.