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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
400W600G
700 total HP
Civilization
Scale Barding ArmorChain Barding ArmorPlate Barding ArmorPadded Archer ArmorLeather Archer ArmorRing Archer ArmorFletchingBodkin ArrowBracerChemistryBallisticsHusbandryBloodlinesThumb RingParthian Tactics
Upgrade bill
2950F550W1825G
Side BFeudal
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Cavalry Archer wins

8 left standing · 12.8s

Counter analysis
Duration

12.8s

Trade ratio

2.31×

resources destroyed per resource lost, side A

A lost

2/10

260 res

B lost

10/10

600 res

Surviving units over time
0s · 10 v 1012.8s · 8 v 0
■ Cavalry Archer■ Pikeman

Engagement detail

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

Cavalry Archer

vs Pikeman
Damage / hit
8
Hits to kill
7
DPS
4.71
Free shots
6.4s
Attack
10 +4
Armour
7/10
Range
7

Pikeman

vs Cavalry Archer
Damage / hit
23
Hits to kill
4
DPS
7.67
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Cavalry Archer beat up to 13 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.