Unit Matchups
Choose two to four units to see their figures side by side, how long each takes to destroy each of the others, and how each pair fares one on one and for the same metal or energy. Every figure is worked out shot by shot from the game's own unit and weapon files. The choice is kept in the page's address, so a link such as Peewee and A.K. opens that comparison directly.
What the Times Assume
- A weapon has a usual damage, and its damage table can name units that take a different amount. Against a named unit, the named amount replaces the usual one. A direct hit does the full amount even from a weapon with a blast; the blast's damage to other units nearby is left out.
- The game counts reloads in thirtieths of a second, rounding down, and so do the times. A weapon that fires a burst sends its shots one burst gap apart, the first of them one gap after it fires.
- Every weapon that can harm the target opens fire at the same moment, both units are already in range, and every shot hits. Flight time, turning and aiming are left out.
- Anti-air weapons fire only at aircraft in flight, and torpedoes only at ships and submarines. Other weapons fire only at targets above the water. The game also lets most of them fire at aircraft, but whether an unguided shot connects depends on how the aircraft moves, so against aircraft only anti-air weapons and homing missiles are counted.
- Weapons that only stun, such as the Spider's, do no damage and are not counted, nor are missile defences. Weapons fired on command, such as the Commander's D-Gun, bombs and nuclear missiles, are counted unless you clear the box.
- In the game, kills raise a unit's damage, cut the damage it takes and shorten its reloads. The times assume no kills on either side, and enough stored energy for weapons that use it.
- Pop-up defences such as the Ambusher take much less damage while closed. The times are for them open, as they are when firing back.
The One on One column follows one more rule from the game: a unit reloads more slowly as it loses hit points, up to a fifth more slowly near death.
Metal for Metal
Two units can trade very differently one on one and in groups. A cheap unit can lose every duel yet win when the same metal buys three of it. To fill the cost columns, the guide uses Lanchester's square law, a long-standing model of battles in which every unit can fire at once. Each side's firepower is its kill rate: how many of the other kind one unit destroys a minute against a steady line of them, so damage wasted on overkill counts against it. A group's strength is that kill rate times its numbers squared, and with the same metal spent on each side, the stronger group wins.
The figure beside the winner is how many times its own metal of the other a group of it can beat. A figure of 1.5 means that a group of the winner can beat one and a half times its own metal of the other unit. Energy for Energy uses the same sum with energy costs. The model is not the game's code. It ignores range, speed and terrain, which often decide real fights, so read it as a measure of value for money rather than a forecast.