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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 AImperial
750W350G
1350 total HP
Civilization
FletchingBodkin ArrowBracerChemistryBallisticsCareeningDry Dock
Upgrade bill
1200F300W1325G
Side BCastle
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Pikeman wins

8 left standing · 27.6s

Counter analysis
Duration

27.6s

Trade ratio

0.09×

resources destroyed per resource lost, side A

A lost

10/10

1275 res

B lost

2/10

120 res

Surviving units over time
0s · 10 v 1027.6s · 0 v 8
■ Carrack■ Pikeman

Engagement detail

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

Carrack

vs Pikeman
Damage / hit
1
Hits to kill
55
DPS
0.67
Free shots
3.6s
Attack
8 +4
Armour
6/2
Range
4

Pikeman

vs Carrack
Damage / hit
18
Hits to kill
8
DPS
6
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Carrack 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.