Kislev units ranked in Warhammer 3 — gold for gold, by the numbers
Every Kislev 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 Tzar Guard (Great Weapons) wins 1 of 2 duels among Kislev infantry and beats 52.8% of all 194 infantry units in the game for the same money.
Infantry (3)
- 152.8%of the game's infantry beaten
- 240.9%of the game's infantry beaten
- 336.3%of the game's infantry beaten
Cavalry and chariots (8)
- 181.5%of the game's cavalry and chariots beaten
- 286.1%of the game's cavalry and chariots beaten
- 350.7%of the game's cavalry and chariots beaten
- 446.4%of the game's cavalry and chariots beaten
- 538.4%of the game's cavalry and chariots beaten
- 622.2%of the game's cavalry and chariots beaten
- 720.9%of the game's cavalry and chariots beaten
- 87.9%of the game's cavalry and chariots beaten
Monsters (4)
- 196.4%of the game's monsters beaten
- 274.5%of the game's monsters beaten
- 377.6%of the game's monsters beaten
- 454.5%of the game's monsters beaten
Missile units (9)
- 1Streltsi850 gold · range 145 m · 1,792 vs armour 01,486per 10 s per 1,000 gold vs armour 100
- 2Akshina Ambushers850 gold · range 150 m · 2,471 vs armour 01,279per 10 s per 1,000 gold vs armour 100
- 3Kossars450 gold · range 140 m · 3,455 vs armour 01,273per 10 s per 1,000 gold vs armour 100
- 4Kossars (Spears)500 gold · range 140 m · 3,109 vs armour 01,145per 10 s per 1,000 gold vs armour 100
- 5Armoured Kossars700 gold · range 90 m · 2,597 vs armour 01,136per 10 s per 1,000 gold vs armour 100
- 6Armoured Kossars (Great Weapons)700 gold · range 90 m · 2,597 vs armour 01,136per 10 s per 1,000 gold vs armour 100
- 7Ice Guard (Swords)1,000 gold · range 160 m · 1,920 vs armour 0840per 10 s per 1,000 gold vs armour 100
- 8Ice Guard (Glaives)1,100 gold · range 160 m · 1,745 vs armour 0764per 10 s per 1,000 gold vs armour 100
- 9Horse Archers600 gold · range 140 m · 1,727 vs armour 0636per 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 Kislev melee unit
| # | ||||||||
|---|---|---|---|---|---|---|---|---|
| 1 | Snow Leopard | Monsters | 650 | 3 | 0 | 96.40% | 49.20 | 23.10 |
| 2 | War Bear Riders | Cavalry and chariots | 1,600 | 6 | 1 | 86.10% | 78.90 | 33.80 |
| 3 | The Things in the Woods | Cavalry and chariots | 875 | 7 | 0 | 81.50% | 225.20 | 31 |
| 4 | Frost Wyrm | Monsters | 1,500 | 1 | 2 | 77.60% | 24.80 | 32 |
| 5 | Elemental Bear | Monsters | 1,800 | 2 | 1 | 74.50% | 27.80 | 47.70 |
| 6 | Incarnate Elemental of Beasts | Monsters | 1,900 | 0 | 3 | 54.50% | 38.90 | 22 |
| 7 | Tzar Guard (Great Weapons) | Infantry | 1,100 | 1 | 1 | 52.80% | 312.10 | 49.60 |
| 8 | Kossovite Dervishes | Cavalry and chariots | 525 | 5 | 2 | 50.70% | 52.20 | 29.40 |
| 9 | Gryphon Legion | Cavalry and chariots | 1,250 | 4 | 3 | 46.40% | 44.70 | 36 |
| 10 | Tzar Guard | Infantry | 1,000 | 1 | 1 | 40.90% | 105.30 | 90.90 |
| 11 | Winged Lancers | Cavalry and chariots | 1,000 | 3 | 4 | 38.40% | 28.50 | 28.20 |
| 12 | Kislevite Warriors | Infantry | 500 | 1 | 1 | 36.30% | 145.10 | 63.70 |
| 13 | Light War Sleds | Cavalry and chariots | 1,150 | 2 | 5 | 22.20% | 30.40 | 17.90 |
| 14 | Heavy War Sleds | Cavalry and chariots | 1,450 | 1 | 6 | 20.90% | 26.20 | 25.90 |
| 15 | Little Grom | Cavalry and chariots | 1,400 | 0 | 7 | 7.90% | 9.20 | 21.50 |