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.

Compare Units

Comparing Peewee, A.K.

Side by Side

FigurePeeweeA.K.
SideArmCore
Metal5356
Energy697696
Build time1,4521,523
Hit points250265
Top speed1.81.72
Sight280275
Weapons
  • E.M.G.: 8 × 3 damage every 0.4 s, range 180, 60 a second
  • Laser: 30 damage every 0.87 s, range 180, 34.7 a second

Time to Kill

Each row's unit attacks each column's unit alone and unhurt. The time runs from its first shot to the hit that destroys the target; below it is the number of hits that takes.

Attacker ↓ Target →PeeweeA.K.
Peewee4.2 s32 hits4.5 s34 hits
A.K.6.7 s9 hits6.7 s9 hits

Head to Head

One on one, both units start unhurt and in range, and open fire together. A hurt unit reloads more slowly, as it does in the game. The cost columns name the unit that does better for the same spend, and how many times its own cost of the other a group of it can beat.

PairOne on OneMetal for MetalEnergy for Energy
Peewee and A.K.Peewee wins in 4.6 s with 70 hit points leftBoth reach 180Peewee ×1.36Peewee ×1.29

Early Kbots and Vehicles

Every armed unit of the original game that each side builds at its first Kbot Lab and Vehicle Plant. Each time is for one unit attacking one other on its own, worked out as described above. Select a time to open that pair in the tool.

Arm Attacking Core

Attacker ↓ Target →A.K.StormThudCrasherWeaselInstigatorRaiderSlasher
Peewee4.5 s34 hits10.3 s78 hits13.3 s100 hits7.9 s60 hits1.4 s11 hits10.9 s82 hits17.7 s133 hits10.9 s82 hits
Rocko8 s3 hits20 s6 hits28 s8 hits16 s5 hitsFirst shot1 hit24 s7 hits40 s11 hits24 s7 hits
Hammer5.8 s4 hits13.5 s8 hits17.4 s10 hits9.7 s6 hitsFirst shot1 hit13.5 s8 hits23.2 s13 hits13.5 s8 hits
Jethro19.2 s9 hits45.6 s20 hits1 min 0 s26 hits36 s16 hits4.8 s3 hits50.4 s22 hits1 min 22 s35 hits50.4 s22 hits
Jeffy6.7 s9 hits16.7 s21 hits21.7 s27 hits12.5 s16 hits1.7 s3 hits17.5 s22 hits29.2 s36 hits17.5 s22 hits
Flash4.5 s34 hits10.3 s78 hits13.3 s100 hits7.9 s60 hits1.4 s11 hits10.9 s82 hits17.7 s133 hits10.9 s82 hits
Stumpy7.5 s6 hits18 s13 hits22.5 s16 hits13.5 s10 hits1.5 s2 hits19.5 s14 hits31.5 s22 hits19.5 s14 hits
Samson15 s7 hits37.5 s16 hits47.5 s20 hits27.5 s12 hits5 s3 hits40 s17 hits1 min 5 s27 hits40 s17 hits

Core Attacking Arm

Attacker ↓ Target →PeeweeRockoHammerJethroJeffyFlashStumpySamson
A.K.6.7 s9 hits16.7 s21 hits21.7 s27 hits12.5 s16 hits1.7 s3 hits16.7 s21 hits27.5 s34 hits17.5 s22 hits
Storm7.4 s3 hits22.2 s7 hits25.9 s8 hits14.8 s5 hitsFirst shot1 hit22.2 s7 hits33.3 s10 hits22.2 s7 hits
Thud5.7 s4 hits13.3 s8 hits17.1 s10 hits9.5 s6 hitsFirst shot1 hit13.3 s8 hits22.8 s13 hits15.2 s9 hits
Crasher17.5 s8 hits47.5 s20 hits1 min 0 s25 hits35 s15 hits5 s3 hits47.5 s20 hits1 min 15 s31 hits50 s21 hits
Weasel6.7 s9 hits16.7 s21 hits21.7 s27 hits12.5 s16 hits1.7 s3 hits16.7 s21 hits27.5 s34 hits17.5 s22 hits
Instigator5 s6 hits13 s14 hits18 s19 hits10 s11 hits1 s2 hits14 s15 hits22 s23 hits14 s15 hits
Raider6 s5 hits18 s13 hits22.5 s16 hits13.5 s10 hits1.5 s2 hits18 s13 hits28.5 s20 hits18 s13 hits
Slasher15 s7 hits35 s15 hits47.5 s20 hits27.5 s12 hits2.5 s2 hits37.5 s16 hits1 min 0 s25 hits37.5 s16 hits

Metal for Metal

Each Arm unit (row) against each Core unit (column), for the same metal. Above 1, the Arm unit does better: a group of them can beat up to that many times its own metal of the Core unit. Below 1, the Core unit does better.