Ancient Stegadon vs Stegadon
For the same gold, the melee goes to Stegadon: 258.1 s to cut down the other side's gold worth, against 380.4 s the other way. One unit against one, the edge goes to Ancient Stegadon (Ancient Stegadon cost 1,900 gold, Stegadon 1,500). Base stats, patch 9.0.4; no charge or abilities.
| Ancient Stegadon | Stegadon | |
|---|---|---|
| 1,900 | 1,500 | |
| 9,894 | 9,244 | |
| 1 | 1 | |
| 130 | 110 | |
| 26 / 32 | 30 / 32 | |
| 480 (340) | 420 (300) | |
| 3.5 s | 3.5 s | |
| 30.8 | 30.3 | |
| 300.3 s | 326.9 s | |
| 380.4 s | 258.1 s | |
| 197 | 291 | |
| 59 — more than its ammunition | 29 — more than its ammunition | |
| 593.1 s | 268.3 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 Stegadon and Stegadon. Blow by blow, with charge and shields: combat calculator. Lizardmen units ranked.

