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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
750W350G
1150 total HP
Civilization
FletchingBodkin ArrowBracerChemistryBallisticsCareeningDry Dock
Upgrade bill
1200F300W1325G
Side BFeudal
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Pikeman wins

9 left standing · 24.6s

Counter analysis
Duration

24.6s

Trade ratio

0.05×

resources destroyed per resource lost, side A

A lost

10/10

1275 res

B lost

1/10

60 res

Surviving units over time
0s · 10 v 1024.6s · 0 v 9
■ War Hulk■ Pikeman

Engagement detail

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

War Hulk

vs Pikeman
Damage / hit
1
Hits to kill
55
DPS
0.67
Free shots
3.6s
Attack
8 +4
Armour
5/2
Range
4

Pikeman

vs War Hulk
Damage / hit
19
Hits to kill
7
DPS
6.33
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 War Hulk beat up to 5 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.