Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Archers vs Lothern Sea Guard

For the same gold, the shooting goes to Archers: 36.5 s to shoot down the other side's gold worth, against 57.8 s the other way (every projectile hitting). Missile damage per 10 s on each other: Archers 1,162, Lothern Sea Guard 1,416; cost 450 and 650 gold. In melee at equal gold, Lothern Sea Guard come out ahead. Base stats, patch 9.0.4.

ArchersArchersHigh Elves · Missile infantry · 450 goldWINS FOR THE GOLD
Lothern Sea GuardLothern Sea GuardHigh Elves · Missile infantry · 650 gold
ArchersLothern Sea Guard
Multiplayer cost450650
Health (whole unit)5,6706,120
Models9090
Armour1540
Melee attack / defence16 / 1422 / 32
Weapon strength (armour-piercing)24 (5)28 (8)
Attack interval4.3 s4.2 s
Melee damage per second against the other72.8237.3
Time to beat the other, one unit each84.1 s23.9 s
Time to beat the other's gold worth, same gold58.2 s34.5 s
Missile damage per 10 s against the other1,1621,416
Volleys to destroy the other (all hitting)54
Time to shoot down the other's gold worth, same gold36.5 s57.8 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). Both are missile units, so the verdict is their shooting: expected damage of a whole volley at the other (after its armour and resistances) ÷ reload time, at equal gold. 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 Archers and Lothern Sea Guard. Blow by blow, with charge and shields: combat calculator. High Elf units ranked.