Wood Elf units ranked in Warhammer 3 — gold for gold, by the numbers
Every Wood Elf 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 Dryads wins every duel among Wood Elves infantry and beats 44.8% of all 194 infantry units in the game for the same money.
Infantry (7)
- 144.8%of the game's infantry beaten
- 258.8%of the game's infantry beaten
- 352.8%of the game's infantry beaten
- 449%of the game's infantry beaten
- 520.7%of the game's infantry beaten
- 632.9%of the game's infantry beaten
- 730.8%of the game's infantry beaten
Monstrous infantry (2)
- 156.5%of the game's monstrous infantry beaten
- 272.5%of the game's monstrous infantry beaten
Cavalry and chariots (4)
- 164.6%of the game's cavalry and chariots beaten
- 246.4%of the game's cavalry and chariots beaten
- 335.1%of the game's cavalry and chariots beaten
- 434.4%of the game's cavalry and chariots beaten
Monsters (3)
- 194.9%of the game's monsters beaten
- 247.5%of the game's monsters beaten
- 331.6%of the game's monsters beaten
Missile units (10)
- 1Glade Guard (Starfire Shafts)650 gold · range 170 m · 2,266 vs armour 02,077per 10 s per 1,000 gold vs armour 100
- 2Glade Guard (Hagbane Tips)600 gold · range 170 m · 3,000 vs armour 01,466per 10 s per 1,000 gold vs armour 100
- 3Glade Guard500 gold · range 170 m · 3,600 vs armour 01,391per 10 s per 1,000 gold vs armour 100
- 4Deepwood Scouts (Swiftshiver Shards)875 gold · range 155 m · 2,992 vs armour 01,247per 10 s per 1,000 gold vs armour 100
- 5Waywatchers1,150 gold · range 190 m · 1,423 vs armour 01,067per 10 s per 1,000 gold vs armour 100
- 6Sisters of the Thorn1,200 gold · range 90 m · 1,875 vs armour 0938per 10 s per 1,000 gold vs armour 100
- 7Deepwood Scouts700 gold · range 180 m · 2,494 vs armour 0935per 10 s per 1,000 gold vs armour 100
- 8Glade Riders (Hagbane Tips)700 gold · range 150 m · 1,714 vs armour 0838per 10 s per 1,000 gold vs armour 100
- 9Glade Riders600 gold · range 150 m · 2,000 vs armour 0773per 10 s per 1,000 gold vs armour 100
- 10Hawk Riders1,000 gold · range 140 m · 926 vs armour 0437per 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 Wood Elves melee unit
| # | ||||||||
|---|---|---|---|---|---|---|---|---|
| 1 | Treeman | Monsters | 1,500 | 2 | 0 | 94.90% | 29.70 | 137.80 |
| 2 | Tree Kin | Monstrous infantry | 900 | 0 | 1 | 72.50% | 31 | 105.60 |
| 3 | Glade Riders (Spears) | Cavalry and chariots | 550 | 3 | 0 | 64.60% | 56.40 | 30.80 |
| 4 | Wardancers | Infantry | 750 | 5 | 1 | 58.80% | 280.30 | 41.50 |
| 5 | Zoats | Monstrous infantry | 1,500 | 1 | 0 | 56.50% | 43.40 | 29.80 |
| 6 | Wildwood Rangers | Infantry | 900 | 4 | 2 | 52.80% | 385.80 | 37.80 |
| 7 | Bladesingers | Infantry | 1,200 | 3 | 3 | 49% | 358.90 | 36.50 |
| 8 | Great Eagle | Monsters | 750 | 1 | 1 | 47.50% | 25 | 20.10 |
| 9 | Great Stag Knights | Cavalry and chariots | 1,450 | 2 | 1 | 46.40% | 67.80 | 25.60 |
| 10 | Dryads | Infantry | 550 | 6 | 0 | 44.80% | 154.80 | 56.90 |
| 11 | Wild Riders | Cavalry and chariots | 1,000 | 1 | 2 | 35.10% | 39.50 | 18.30 |
| 12 | Wild Riders (Shields) | Cavalry and chariots | 1,100 | 0 | 3 | 34.40% | 35.90 | 19.20 |
| 13 | Eternal Guard (Shields) | Infantry | 550 | 1 | 5 | 32.90% | 144.20 | 68.80 |
| 14 | Forest Dragon | Monsters | 1,600 | 0 | 2 | 31.60% | 20.60 | 29.30 |
| 15 | Eternal Guard | Infantry | 475 | 0 | 6 | 30.80% | 167 | 61.40 |
| 16 | Wardancers (Asrai Spears) | Infantry | 850 | 2 | 4 | 20.70% | 123.50 | 55 |