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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
450F500G
700 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

Jian Swordsman wins

8 left standing · 14s

Counter analysis
Duration

14s

Trade ratio

2.5×

resources destroyed per resource lost, side A

A lost

2/10

240 res

B lost

10/10

600 res

Surviving units over time
0s · 10 v 1014s · 8 v 0
■ Jian Swordsman■ Pikeman

Engagement detail

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

Jian Swordsman

vs Pikeman
Damage / hit
9
Hits to kill
7
DPS
4.5
Free shots
0s
Attack
12 +4
Armour
3/9
Speed
1.1

Pikeman

vs Jian Swordsman
Damage / hit
6
Hits to kill
12
DPS
2
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Jian Swordsman beat up to 15 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.