Armoured Kossars vs Tzar Guard
For the same gold, the melee goes to Tzar Guard: 78.7 s to cut down the other side's gold worth, against 88 s the other way. One unit against one, the edge goes to Tzar Guard as well (Armoured Kossars cost 700 gold, Tzar Guard 1,000). Base stats, patch 9.0.4; no charge or abilities.
| Armoured Kossars | Tzar Guard | |
|---|---|---|
| 700 | 1,000 | |
| 8,200 | 8,800 | |
| 100 | 80 | |
| 80 | 90 | |
| 32 / 40 | 36 / 50 | |
| 32 (9) | 42 (12) | |
| 4 s | 4 s | |
| 70 | 148.8 | |
| 125.7 s | 55.1 s | |
| 88 s | 78.7 s | |
| 898 | — | |
| 9 — more than its ammunition | — | |
| 68.6 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 Armoured Kossars and Tzar Guard. Blow by blow, with charge and shields: combat calculator. Kislev units ranked.

