Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)

COMPUTED ESTIMATE

Combat calculator

Two units, one blow at a time: the chance to hit, what armour and resistances leave of each hit, and how many hits it takes. Base values at Ultra size and rank 0, patch 9.0; skills, items, spells, fatigue and flanking are not included.

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How it is worked out

Chance to hit (melee)
35 + melee attack − melee defence, kept within 8–90%
Source: _kv_rules: melee_hit_chance_base, _min, _max; the wiki's Combat page
Armour
blocks a random share of base damage between half the armour and the full armour (as %), never more than 100%; armour-piercing damage and explosions ignore it. Above 100 armour the average rises by 0.25% a point up to 100% at 200.
Source: _kv_rules: armour_roll_lower_cap = 0.5; the game's weapon-strength description; the wiki's Combat and Armour pages
Bonus vs large / infantry
adds its value to melee attack and to weapon damage, split between base and armour-piercing like the weapon's own; large targets are those bigger than a man on foot (cavalry count)
Source: the wiki's Statistics page; entity size from battle_entities
Charge bonus
adds its value to melee attack and damage (split the same way) when charging; it fades over 13 s, so this is the first blow
Source: the game's charge-bonus description; _kv_rules: charge_decay_duration; the wiki's Charge Bonus page
Resistances
add up and cap at 90%: ward save (all damage), physical (not against magical attacks), missile (missiles only), fire resistance or weakness (flaming attacks only)
Source: _kv_rules: ward_save_max_value; the wiki's Damage channel page; CA on Warhammer III's magical attacks

Checked against the wiki's worked examples (Temple Guard against Rat Ogres, the Swordsmen charge, fire weakness) and the game's constants in _kv_rules.

What it leaves out

  • Time in melee: how often a model swings depends on its animations and how many models reach the fight, so the calculator counts hits and attacks, not seconds.
  • Missile accuracy, range and cover: the missile numbers assume every shot hits, so they are the best case.
  • Impact damage of a charge, mass, knock-downs, splash attacks of big monsters, bracing against charges.
  • Flanking and rear attacks, fatigue, rank, leadership, skills, items, abilities and spells.

Unit numbers: compare units · counters · base stats from the game's tables (WH3-Dump).