Battle Simulator
Pit any two units against each other and see who wins, how many walk away, and what the fight costs. Every number — damage through armor, fire rate, hit chance and the resource trade — is the game's own, so the verdict stays true across balance patches.
8× Halberdier survive — Halberdier wins in 14.8s
20× Knight (0 left) vs 20× Halberdier (8 left)
Resource trade
Halberdier trades up — Knight loses 375 resources for every 100 of Halberdier destroyed.
How this is calculated
Every number here is computed live from the units' in-game stats — the same damage, armor, fire-rate and cost values the game uses — so it stays faithful across balance patches.
Damage per hit
AoE2 subtracts armor flatly, never as a percentage. A hit deals its base melee or pierce attack minus the defender's matching armor, plus any “bonus vs class” amount for each armor class the defender belongs to — and always at least 1.
Resolving the fight
- Discrete attacks. Each unit lands a hit on its real reload timer (1.8s for Knight, 3s for Halberdier), not a smoothed-out damage stream.
- Focus fire, overkill wasted. The army concentrates fire on one target at a time; HP spilling past zero on a kill is lost, and the next hit starts on a fresh unit — exactly how a clump trades in-game.
- Accuracy is a miss rate. Melee hits always connect (100%); ranged units land their listed hit chance and the rest miss.
Where it approximates
Some things the game files don't put a number on, so the sim leaves them out rather than guessing — treat it as the raw stat matchup, not a substitute for micro:
- • Splash damage (Mangonels, Onagers, Scorpions)
- • Monk healing & conversion
- • Secondary projectiles (Chu Ko Nu, Kipchak)
- • Charge attacks (Coustillier, Leitis)
- • Kiting, surrounding & other micro
- • Civ bonuses beyond the blacksmith toggles
- • Attack wind-up / projectile travel time
- • Terrain, elevation & formations