Side by side.
Compare up to four units. Start with baseline health, range and cost, then choose the weapon and armor profiles you want to study.
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Head to head.
Fewer hits is better. These numbers estimate how many hits each soldier needs to defeat the other side. They do not measure time or predict a guaranteed winner.
Same army cost: both sides get the same resource budget. For example, two battalions costing 300 each are compared with one costing 600. This is a proportional estimate and can include fractions of a battalion.
Stat by stat
A duel counts how many times every soldier of a battalion must hit to destroy the other battalion at full health, with the selected weapon and armor profiles. Fewer hits means an advantage in this simplified calculation. It leaves out firing speed, range, splash damage, abilities, upgrades, levels and soldiers lost during the fight. Equal spending gives both sides the same amount of resources.
Armor values are damage received, not resistance. Weapon damage is per hit before armor. Equipment profiles can require upgrades or abilities; selecting one here does not apply other buffs, level bonuses or movement penalties.