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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
700F450G
1000 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

Temple Guard wins

9 left standing · 10s

Counter analysis
Duration

10s

Trade ratio

4.36×

resources destroyed per resource lost, side A

A lost

1/10

138 res

B lost

10/10

600 res

Surviving units over time
0s · 10 v 1010s · 9 v 0
■ Temple Guard■ Pikeman

Engagement detail

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

Temple Guard

vs Pikeman
Damage / hit
13
Hits to kill
5
DPS
6.5
Free shots
0s
Attack
16 +4
Armour
4/5
Speed
1.045

Pikeman

vs Temple Guard
Damage / hit
5
Hits to kill
20
DPS
1.67
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Temple Guard beat up to 24 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.