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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
1600W750G
2700 total HP
Civilization
Siege Engineers
Upgrade bill
500F600W
Side BCastle
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Pikeman wins

9 left standing · 96s

Counter analysis
Duration

96s

Trade ratio

0.02×

resources destroyed per resource lost, side A

A lost

10/10

2725 res

B lost

1/10

60 res

Surviving units over time
0s · 10 v 1096s · 0 v 9
■ Siege Ram■ Pikeman

Engagement detail

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

Siege Ram

vs Pikeman
Damage / hit
1
Hits to kill
55
DPS
0.2
Free shots
0s
Attack
4
Armour
-1/195
Speed
0.6

Pikeman

vs Siege Ram
Damage / hit
9
Hits to kill
30
DPS
3
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Siege Ram 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.