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

Result

Man-at-Arms wins

6 left standing · 20s

Counter analysis
Duration

20s

Trade ratio

1.88×

resources destroyed per resource lost, side A

A lost

4/10

320 res

B lost

10/10

600 res

Surviving units over time
0s · 10 v 1020s · 6 v 0
■ Man-at-Arms■ Pikeman

Engagement detail

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

Man-at-Arms

vs Pikeman
Damage / hit
7
Hits to kill
8
DPS
3.5
Free shots
0s
Attack
10 +4
Armour
3/6
Speed
1.056

Pikeman

vs Man-at-Arms
Damage / hit
5
Hits to kill
9
DPS
1.67
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Man-at-Arms beat up to 12 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.