Bale Taurus vs Lammasu
For the same gold, the melee goes to Bale Taurus: 187.4 s to cut down the other side's gold worth, against 206.1 s the other way. One unit against one, the edge goes to Bale Taurus as well (Bale Taurus cost 1,700 gold, Lammasu 1,200). Base stats, patch 9.0.4; no charge or abilities.
| Bale Taurus | Lammasu | |
|---|---|---|
| 1,700 | 1,200 | |
| 8,258 | 6,048 | |
| 1 | 1 | |
| 60 | 45 | |
| 56 / 40 | 36 / 44 | |
| 540 (400) | 450 (180) | |
| 3.8 s | 3.6 s | |
| 45.7 | 28.3 | |
| 132.3 s | 291.9 s | |
| 187.4 s | 206.1 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 Bale Taurus and Lammasu. Blow by blow, with charge and shields: combat calculator. Chaos Dwarf units ranked.

