Blood Knights vs Grail Knights
For the same gold, the melee goes to Blood Knights: 45.5 s to cut down the other side's gold worth, against 55.3 s the other way. One unit against one, the edge goes to Grail Knights (Blood Knights cost 1,550 gold, Grail Knights 1,850). Base stats, patch 9.0.4; no charge or abilities.
| Blood Knights | Grail Knights | |
|---|---|---|
| 1,550 | 1,850 | |
| 7,200 | 7,296 | |
| 60 | 48 | |
| 110 | 120 | |
| 36 / 54 | 38 / 34 | |
| 54 (19) | 46 (28) | |
| 4.3 s | 5.1 s | |
| 134.2 | 155.3 | |
| 54.4 s | 46.4 s | |
| 45.5 s | 55.3 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 Blood Knights and Grail Knights. Blow by blow, with charge and shields: combat calculator. Vampire Counts units ranked. Undead Legions units ranked. Bretonnia units ranked.

