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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
450F500G
400 total HP
Civilization
Padded Archer ArmorLeather Archer ArmorRing Archer ArmorChemistryBallistics
Upgrade bill
800F300W775G
Side BFeudal
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Hand Cannoneer wins

10 left standing · 10.7s

Counter analysis
Duration

10.7s

Trade ratio

∞

resources destroyed per resource lost, side A

A lost

0/10

0 res

B lost

10/10

600 res

Surviving units over time
0s · 10 v 1010.7s · 10 v 0
■ Hand Cannoneer■ Pikeman

Engagement detail

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

Hand Cannoneer

vs Pikeman
Damage / hit
25
Hits to kill
3
DPS
5.43
Free shots
6.4s
Attack
18 +1
Armour
4/4
Range
7

Pikeman

vs Hand Cannoneer
Damage / hit
4
Hits to kill
10
DPS
1.33
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Hand Cannoneer beat up to 20 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.