AoE4 Analyzer
App only

Battle simulator

Put two armies on the field and let them fight on the game's real numbers — hit points, armour classes, bonus damage, attack speed, range and the cavalry charge. It runs in the AoE4 Analyzer app for iOS and Android.

Run the fight yourself

The battle simulator is part of the free AoE4 Analyzer app for iOS and Android. Build the armies, save the setup, and run it again whenever your composition changes.

Download on the App StoreGet it on Google Play

Real stats, not a counter table

Damage goes through the same combat model as the unit duel: weapon damage, armour, armour classes and bonus damage, at the age and with the upgrades you picked. Nothing comes from a hand-written list of what counters what.

Armies, not duels

Stack as many units of as many types as you like on both sides. Every group picks its own targets, so a mixed composition behaves like a composition instead of a pile of one-on-one fights.

200 battles, not one

Target choice is weighted rather than perfect, so the fight is replayed hundreds of times. You get a win rate and a spread instead of one lucky outcome.

What the fight costs

The result reports the resources each side lost, who was left standing, and how many more units it would have taken to turn it around — the number that says whether the trade was worth making.

What a battle simulator answers

Most Age of Empires IV arguments come down to one question: if these two armies meet right now, who wins and what is left standing? A counter chart answers it in the abstract — spearmen beat knights — but it says nothing about twelve spearmen against eight knights with second-age upgrades and a line of archers behind them. The simulator answers the version of the question you actually have: this army, that army, this age.

How the simulation works

Every unit fires on its own attack-speed clock. The simulation jumps to the next moment somebody shoots, resolves everyone firing at that instant together, and applies the damage. Shots already committed still land even if the shooter dies in the same volley — without that rule two identical armies would finish a couple of units apart purely because of the order the loop happened to run in. Each attacker aims at the enemy group where its shot destroys the most resource value, so bonus damage and armour classes decide targeting on their own, with no counter table involved.

Starting distance and kiting

Fights do not start at contact. Both armies begin at a set distance, so ranged units get their free shots while the melee closes; shorten the distance and a knight charge lands before the bows matter. Kiting can be switched on or off, and the cavalry charge is modelled as its own weapon, because that is how the game itself stores it.

Reading the result

You get a win rate across the whole run, how long the fight lasted, which units survived on each side, and the resource swing — what each army spent against what it destroyed. That last number is usually the decisive one: an army that wins while losing more resources than it kills has won the battle and lost the game.

On the web: compare two unitsThe part of this that does not need an army is on the site. Put any two units side by side across ages and upgrades, then switch to Versus for damage per second, hits to kill, time to kill, and how many of one unit it takes to beat the other.Open the unit comparison