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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
250F350W
350 total HP
Civilization
Padded Archer ArmorLeather Archer ArmorRing Archer ArmorFletchingBodkin ArrowBracerChemistryBallisticsThumb Ring
Upgrade bill
1700F550W1125G
Side BCastle
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Elite Skirmisher wins

8 left standing · 20.9s

Counter analysis
Duration

20.9s

Trade ratio

5×

resources destroyed per resource lost, side A

A lost

2/10

120 res

B lost

10/10

600 res

Surviving units over time
0s · 10 v 1020.9s · 8 v 0
■ Elite Skirmisher■ Pikeman

Engagement detail

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

Elite Skirmisher

vs Pikeman
Damage / hit
7
Hits to kill
8
DPS
2.75
Free shots
7.3s
Attack
7 +4
Armour
3/8
Range
8

Pikeman

vs Elite Skirmisher
Damage / hit
5
Hits to kill
7
DPS
1.67
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Elite Skirmisher 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.