Bretonnia units ranked in Warhammer 3 — gold for gold, by the numbers
Every Bretonnia melee unit against every other one of its role at equal gold, how many of the game's units it beats for the money, and its missile units by damage per 1,000 gold. Patch 9.0.4.
Gold for gold, the Peasant Mob wins every duel among Bretonnia infantry and beats 99% of all 194 infantry units in the game for the same money.
Infantry (9)
- 199%of the game's infantry beaten
- 293.8%of the game's infantry beaten
- 390.4%of the game's infantry beaten
- 457.5%of the game's infantry beaten
- 561.1%of the game's infantry beaten
- 674.9%of the game's infantry beaten
- 743.3%of the game's infantry beaten
- 825.6%of the game's infantry beaten
- 90%of the game's infantry beaten
Cavalry and chariots (9)
- 1100%of the game's cavalry and chariots beaten
- 284.8%of the game's cavalry and chariots beaten
- 380.5%of the game's cavalry and chariots beaten
- 480.8%of the game's cavalry and chariots beaten
- 559.3%of the game's cavalry and chariots beaten
- 655.3%of the game's cavalry and chariots beaten
- 746%of the game's cavalry and chariots beaten
- 842.7%of the game's cavalry and chariots beaten
- 939.1%of the game's cavalry and chariots beaten
Missile units (4)
- 1Peasant Bowmen400 gold · range 160 m · 3,886 vs armour 01,432per 10 s per 1,000 gold vs armour 100
- 2Peasant Bowmen (Fire Arrows)450 gold · range 160 m · 4,182 vs armour 01,318per 10 s per 1,000 gold vs armour 100
- 3Peasant Bowmen (Pox Arrows)450 gold · range 160 m · 3,455 vs armour 01,273per 10 s per 1,000 gold vs armour 100
- 4Mounted Yeomen Archers500 gold · range 125 m · 2,073 vs armour 0764per 10 s per 1,000 gold vs armour 100
COMPUTEDEach role's units fight every other one of the role at equal gold: the time one side needs to take all of the other's hit points = the other's hit points per gold ÷ its own damage per second per gold, where damage per second = models × expected damage per attack (the combat calculator's hit chance and damage after armour and resistances) ÷ the weapon's attack interval (melee_weapons.melee_attack_interval). The faster side wins; within 1% is a tie. Ranked by duels won, then by the average margin (ln of the time ratio). “Of the game's … beaten” = the share of every unit of that role in the game it beats the same way. Missile units: damage per 10 s per 1,000 multiplayer gold against armour 100. Costs are multiplayer costs; versions with the same numbers and price count once.
ASSUMPTIONS
- Every model of both units fights at once at its weapon's attack interval — in battle only the front ranks reach, and attack animations set the pace; that's why roles are ranked apart.
- No charge, mass, splash attacks, flanking, fatigue, leadership (no unit routs), abilities, spells, skills, technologies or items.
- Missile units: every projectile hits; accuracy, range and ammunition are not in the number.
- Base card values at Ultra unit size, rank 0. The reference target for "lasts" and damage is Chaos Warriors.
- A Tzeentch unit's magic barrier (main_units.barrier_health: Pink Horrors 1,400, a Lord of Change 800) counts as hit points taken before its health: it recovers only while the unit takes no damage, so a fight gets it once. Barrier that skills, items or effects add on top is not counted.
- Race lists count a unit only where it is in the standard roster: units a faction gets only through the extended roster (campaign_exclusive in units_custom_battle_permissions: Custom Battle with Unit caps off, never in ranked) are left out of race comparisons; their numbers are on their unit pages.
Every Bretonnia melee unit
| # | ||||||||
|---|---|---|---|---|---|---|---|---|
| 1 | Questing Knights | Cavalry and chariots | 1,100 | 8 | 0 | 100% | 163.20 | 42.90 |
| 2 | Peasant Mob | Infantry | 125 | 8 | 0 | 99% | 187.50 | 137 |
| 3 | Men-at-Arms | Infantry | 250 | 7 | 1 | 93.80% | 221 | 92 |
| 4 | Men-at-Arms (Shields) | Infantry | 300 | 6 | 2 | 90.40% | 184.20 | 93.20 |
| 5 | Knights of the Realm | Cavalry and chariots | 950 | 7 | 1 | 84.80% | 49.80 | 39.90 |
| 6 | Grail Guardians | Cavalry and chariots | 1,850 | 5 | 2 | 80.80% | 53.30 | 88.20 |
| 7 | Mounted Yeomen | Cavalry and chariots | 400 | 5 | 3 | 80.50% | 62.50 | 40.70 |
| 8 | Foot Squires | Infantry | 725 | 4 | 4 | 74.90% | 452.70 | 45.40 |
| 9 | Spearmen-at-Arms | Infantry | 250 | 4 | 4 | 61.10% | 70.10 | 101 |
| 10 | Grail Knights | Cavalry and chariots | 1,850 | 4 | 3 | 59.30% | 47.90 | 28 |
| 11 | Spearmen-at-Arms (Shields) | Infantry | 300 | 4 | 4 | 57.50% | 71.40 | 104.50 |
| 12 | Knights Errant | Cavalry and chariots | 700 | 3 | 5 | 55.30% | 45.50 | 40.30 |
| 13 | Pegasus Knights | Cavalry and chariots | 1,100 | 2 | 6 | 46% | 30.70 | 28.60 |
| 14 | Men-at-Arms (Polearms) | Infantry | 450 | 2 | 6 | 43.30% | 124.50 | 75.30 |
| 15 | Royal Pegasus Knights | Cavalry and chariots | 1,600 | 1 | 7 | 42.70% | 31.10 | 23.60 |
| 16 | Royal Hippogryph Knights | Cavalry and chariots | 2,200 | 0 | 8 | 39.10% | 54.90 | 22.80 |
| 17 | Battle Pilgrims | Infantry | 600 | 1 | 7 | 25.60% | 131 | 48.20 |
| 18 | Grail Reliquae | Infantry | 400 | 0 | 8 | 0% | 2.10 | 28.60 |