Ancient Salamander vs Salamander Hunting Pack
For the same gold, the melee goes to Salamander Hunting Pack: 53.8 s to cut down the other side's gold worth, against 138.9 s the other way. One unit against one, the edge goes to Salamander Hunting Pack as well (Ancient Salamander cost 1,050 gold, Salamander Hunting Pack 850). Base stats, patch 9.0.4; no charge or abilities.
| Ancient Salamander | Salamander Hunting Pack | |
|---|---|---|
| 1,050 | 850 | |
| 6,168 | 4,160 | |
| 1 | 32 | |
| 95 | 80 | |
| 32 / 29 | 25 / 22 | |
| 365 (250) | 46 (34) | |
| 3.6 s | 4 s | |
| 37 | 92.9 | |
| 112.4 s | 66.4 s | |
| 138.9 s | 53.8 s | |
| 301 | 1,293 | |
| 12 | 4 | |
| 170.8 s | 38.6 s |
COMPUTEDMelee damage per second = models × expected damage per attack (the combat calculator's hit chance 35 + melee attack − defence, damage after armour and resistances, bonus vs large or infantry) ÷ the weapon's attack interval (melee_weapons.melee_attack_interval). One unit each: the other's hit points ÷ that. Same gold: the other's hit points per gold ÷ damage per second per gold — the side that needs less time wins (within 1%: even). Multiplayer costs, patch 9.0.4.
ASSUMPTIONS
- Every model fights at once at its weapon's attack interval; in battle only the front ranks reach and animations set the pace.
- No charge, mass, splash attacks, flanking, fatigue, leadership (no one routs), abilities, spells, skills, technologies or items.
- Missiles: every projectile hits, the target's shield faces away; accuracy and range are not in this.
- 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.
Side by side with every number: compare Ancient Salamander and Salamander Hunting Pack. Blow by blow, with charge and shields: combat calculator. Lizardmen units ranked.

