Chaos Dwarf units ranked in Warhammer 3 — gold for gold, by the numbers
Every Chaos Dwarf 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 Goblin Labourers wins every duel among Chaos Dwarfs infantry and beats 97.9% of all 194 infantry units in the game for the same money.
Infantry (9)
- 197.9%of the game's infantry beaten
- 295.9%of the game's infantry beaten
- 381.3%of the game's infantry beaten
- 483.2%of the game's infantry beaten
- 580.6%of the game's infantry beaten
- 670.7%of the game's infantry beaten
- 7Chaos Dwarf Warriors (Great Weapons)Melee infantry · 650 gold · won 3 of 8Loses most to Orc Labourers66.3%of the game's infantry beaten
- 872.8%of the game's infantry beaten
- 933.2%of the game's infantry beaten
Monstrous infantry (1)
- 1K'daai FirebornMonstrous infantry · 1,325 gold36.2%of the game's monstrous infantry beaten
Cavalry and chariots (5)
- 1Bull Centaur Renders (Great Weapons)Melee cavalry · 1,550 gold · won 4 of 4Beats Hobgoblin Wolf Raiders (Bows) by the most81.1%of the game's cavalry and chariots beaten
- 2Bull Centaur RendersMelee cavalry · 1,500 gold · won 3 of 4Loses most to Bull Centaur Renders (Great Weapons)64.9%of the game's cavalry and chariots beaten
- 3Hobgoblin Wolf Raiders (Spears)Melee cavalry · 500 gold · won 2 of 4Loses most to Bull Centaur Renders62.9%of the game's cavalry and chariots beaten
- 4Bull Centaur Renders (Dual Axes)Melee cavalry · 1,550 gold · won 1 of 4Loses most to Bull Centaur Renders (Great Weapons)52%of the game's cavalry and chariots beaten
- 5Hobgoblin Wolf Raiders (Bows)Melee cavalry · 575 gold · won 0 of 4Loses most to Bull Centaur Renders38.4%of the game's cavalry and chariots beaten
Monsters (5)
- 189.8%of the game's monsters beaten
- 273%of the game's monsters beaten
- 355.1%of the game's monsters beaten
- 431.1%of the game's monsters beaten
- 551.5%of the game's monsters beaten
Missile units (3)
- 1Chaos Dwarf Blunderbusses900 gold · range 90 m · 4,364 vs armour 03,455per 10 s per 1,000 gold vs armour 100
- 2Infernal Guard (Fireglaives)1,200 gold · range 145 m · 2,222 vs armour 01,889per 10 s per 1,000 gold vs armour 100
- 3Hobgoblin Archers500 gold · range 140 m · 3,120 vs armour 01,140per 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 Chaos Dwarfs melee unit
| # | ||||||||
|---|---|---|---|---|---|---|---|---|
| 1 | Goblin Labourers | Infantry | 150 | 8 | 0 | 97.90% | 178.60 | 121.20 |
| 2 | Orc Labourers | Infantry | 250 | 7 | 1 | 95.90% | 364 | 80.20 |
| 3 | Chaos Siege Giant | Monsters | 2,000 | 4 | 0 | 89.80% | 44.10 | 43 |
| 4 | Hobgoblin Cutthroats | Infantry | 400 | 4 | 4 | 83.20% | 246.50 | 60.70 |
| 5 | Infernal Guard | Infantry | 950 | 5 | 3 | 81.30% | 105.60 | 153.10 |
| 6 | Bull Centaur Renders (Great Weapons) | Cavalry and chariots | 1,550 | 4 | 0 | 81.10% | 57.10 | 27.70 |
| 7 | Infernal Ironsworn | Infantry | 1,400 | 4 | 4 | 80.60% | 98.70 | 254.50 |
| 8 | K'daai Destroyer | Monsters | 2,000 | 3 | 1 | 73% | 32 | 45.40 |
| 9 | Chaos Dwarf Warriors | Infantry | 600 | 1 | 7 | 72.80% | 124.10 | 104.20 |
| 10 | Infernal Guard (Great Weapons) | Infantry | 1,000 | 4 | 4 | 70.70% | 197.90 | 87.30 |
| 11 | Chaos Dwarf Warriors (Great Weapons) | Infantry | 650 | 3 | 5 | 66.30% | 229.20 | 70.20 |
| 12 | Bull Centaur Renders | Cavalry and chariots | 1,500 | 3 | 1 | 64.90% | 54.30 | 43.50 |
| 13 | Hobgoblin Wolf Raiders (Spears) | Cavalry and chariots | 500 | 2 | 2 | 62.90% | 62.50 | 27.80 |
| 14 | Bale Taurus | Monsters | 1,700 | 1 | 2 | 55.10% | 31.60 | 25.80 |
| 15 | Bull Centaur Renders (Dual Axes) | Cavalry and chariots | 1,550 | 1 | 3 | 52% | 119 | 33.40 |
| 16 | Great Taurus | Monsters | 1,100 | 0 | 3 | 51.50% | 31.20 | 21.50 |
| 17 | Hobgoblin Wolf Raiders (Bows) | Cavalry and chariots | 575 | 0 | 4 | 38.40% | 19.40 | 20 |
| 18 | K'daai Fireborn | Monstrous infantry | 1,325 | 0 | 0 | 36.20% | 140.80 | 41.80 |
| 19 | Hobgoblin Sneaky Gits | Infantry | 500 | 0 | 8 | 33.20% | 239.70 | 35.10 |
| 20 | Lammasu | Monsters | 1,200 | 1 | 3 | 31.10% | 15.50 | 27.40 |