Vampire Coast units ranked in Warhammer 3 — gold for gold, by the numbers
Every Vampire Coast 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 Zombie Pirate Deckhand Mob wins every duel among Vampire Coast infantry and beats 96.6% of all 194 infantry units in the game for the same money.
Infantry (5)
- 196.6%of the game's infantry beaten
- 2Zombie Pirate Deckhand Mob (Polearms)Melee infantry · 375 gold · won 3 of 4Loses most to Zombie Pirate Deckhand Mob70.7%of the game's infantry beaten
- 324.9%of the game's infantry beaten
- 46.7%of the game's infantry beaten
- 5Depth Guard (Polearms)Melee infantry · 1,200 gold · won 0 of 4Loses most to Zombie Pirate Deckhand Mob6%of the game's infantry beaten
Monstrous infantry (4)
- 197.1%of the game's monstrous infantry beaten
- 281.9%of the game's monstrous infantry beaten
- 341.3%of the game's monstrous infantry beaten
- 4Rotting Prometheans (Gunnery Mob)Monstrous infantry · 1,300 gold · won 0 of 3Loses most to Animated Hulks34.8%of the game's monstrous infantry beaten
War beasts (5)
- 183.3%of the game's war beasts beaten
- 231%of the game's war beasts beaten
- 310%of the game's war beasts beaten
- 45%of the game's war beasts beaten
- 50%of the game's war beasts beaten
Monsters (4)
- 1100%of the game's monsters beaten
- 258.2%of the game's monsters beaten
- 351%of the game's monsters beaten
- 415.3%of the game's monsters beaten
Missile units (5)
- 1Zombie Pirate Gunnery Mob (Hand Cannons)500 gold · range 90 m · 8,229 vs armour 06,686per 10 s per 1,000 gold vs armour 100
- 2Zombie Pirate Gunnery Mob (Handgunners)550 gold · range 145 m · 4,699 vs armour 03,692per 10 s per 1,000 gold vs armour 100
- 3Deck Gunners700 gold · range 245 m · 2,197 vs armour 01,917per 10 s per 1,000 gold vs armour 100
- 4Zombie Pirate Gunnery Mob325 gold · range 90 m · 4,699 vs armour 01,678per 10 s per 1,000 gold vs armour 100
- 5Zombie Pirate Gunnery Mob (Bombers)450 gold · range 55 m · 4,267 vs armour 01,667per 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 Vampire Coast melee unit
| # | ||||||||
|---|---|---|---|---|---|---|---|---|
| 1 | Bloated Corpse | Monsters | 350 | 3 | 0 | 100% | 148 | 16.50 |
| 2 | Animated Hulks | Monstrous infantry | 500 | 3 | 0 | 97.10% | 110.40 | 54.40 |
| 3 | Zombie Pirate Deckhand Mob | Infantry | 250 | 4 | 0 | 96.60% | 148.80 | 103.70 |
| 4 | Fell Bats | War beasts | 350 | 4 | 0 | 83.30% | 43.90 | 49.40 |
| 5 | Rotting Prometheans | Monstrous infantry | 1,000 | 2 | 1 | 81.90% | 65.30 | 90.60 |
| 6 | Zombie Pirate Deckhand Mob (Polearms) | Infantry | 375 | 3 | 1 | 70.70% | 159.30 | 75.90 |
| 7 | Death Shriek Terrorgheist | Monsters | 2,000 | 2 | 1 | 58.20% | 16.90 | 33.90 |
| 8 | Rotting Leviathan | Monsters | 2,100 | 1 | 2 | 51% | 34.70 | 49 |
| 9 | Mournguls | Monstrous infantry | 950 | 1 | 2 | 41.30% | 184 | 27.80 |
| 10 | Rotting Prometheans (Gunnery Mob) | Monstrous infantry | 1,300 | 0 | 3 | 34.80% | 50.20 | 71.40 |
| 11 | Scurvy Dogs | War beasts | 475 | 3 | 1 | 31% | 48.20 | 25 |
| 12 | Depth Guard | Infantry | 1,100 | 2 | 2 | 24.90% | 210 | 43.90 |
| 13 | Necrofex Colossus | Monsters | 1,800 | 0 | 3 | 15.30% | 17.50 | 26.70 |
| 14 | Deck Droppers | War beasts | 450 | 2 | 2 | 10% | 15.50 | 16.50 |
| 15 | Syreens | Infantry | 850 | 1 | 3 | 6.70% | 96 | 52.80 |
| 16 | Depth Guard (Polearms) | Infantry | 1,200 | 0 | 4 | 6% | 125.60 | 52.20 |
| 17 | Deck Droppers (Bombers) | War beasts | 500 | 1 | 3 | 5% | 13.90 | 14.80 |
| 18 | Deck Droppers (Handgunners) | War beasts | 650 | 0 | 4 | 0% | 10.70 | 11.40 |