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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
500F200G
650 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresGambesonsArson
Upgrade bill
1470F720G
Side BCastle
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Two-Handed Swordsman wins

9 left standing · 10s

Counter analysis
Duration

10s

Trade ratio

7.5×

resources destroyed per resource lost, side A

A lost

1/10

80 res

B lost

10/10

600 res

Surviving units over time
0s · 10 v 1010s · 9 v 0
■ Two-Handed Swordsman■ Pikeman

Engagement detail

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

Two-Handed Swordsman

vs Pikeman
Damage / hit
13
Hits to kill
5
DPS
6.5
Free shots
0s
Attack
16 +4
Armour
4/6
Speed
1.056

Pikeman

vs Two-Handed Swordsman
Damage / hit
4
Hits to kill
17
DPS
1.33
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Two-Handed Swordsman beat up to 22 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.