Black Knights vs Hexwraiths
For the same gold, the melee goes to Hexwraiths: 57.7 s to cut down the other side's gold worth, against 66.1 s the other way. One unit against one, the edge goes to Hexwraiths as well (Black Knights cost 950 gold, Hexwraiths 1,400). Base stats, patch 9.0.4; no charge or abilities.
| Black Knights | Hexwraiths | |
|---|---|---|
| 950 | 1,400 | |
| 7,080 | 7,440 | |
| 60 | 60 | |
| 80 | 0 | |
| 30 / 36 | 34 / 32 | |
| 42 (12) | 42 (42) | |
| 4.9 s | 4.6 s | |
| 76.4 | 180.8 | |
| 97.4 s | 39.2 s | |
| 66.1 s | 57.7 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 Black Knights and Hexwraiths. Blow by blow, with charge and shields: combat calculator. Vampire Counts units ranked. Undead Legions units ranked.

