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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
750W450G
1400 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

10 left standing · 23s

Counter analysis
Duration

23s

Trade ratio

0×

resources destroyed per resource lost, side A

A lost

10/10

1425 res

B lost

0/10

0 res

Surviving units over time
0s · 10 v 1023s · 0 v 10
■ Fast Fire Ship■ Pikeman

Engagement detail

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

Fast Fire Ship

vs Pikeman
Damage / hit
1
Hits to kill
55
DPS
0
Free shots
5s
Attack
8 +4
Armour
3/8
Range
5.5

Pikeman

vs Fast Fire Ship
Damage / hit
21
Hits to kill
7
DPS
7
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Fast Fire Ship lose to even a single 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.