Blood Knights vs Hexwraiths
For the same gold, the melee goes to Blood Knights: 62.3 s to cut down the other side's gold worth, against 79.1 s the other way. One unit against one, the edge goes to Blood Knights as well (Blood Knights cost 1,550 gold, Hexwraiths 1,400). Base stats, patch 9.0.4; no charge or abilities.
| Blood Knights | Hexwraiths | |
|---|---|---|
| 1,550 | 1,400 | |
| 7,200 | 7,440 | |
| 60 | 60 | |
| 110 | 0 | |
| 36 / 54 | 34 / 32 | |
| 54 (19) | 42 (42) | |
| 4.3 s | 4.6 s | |
| 132.2 | 82.2 | |
| 56.3 s | 87.6 s | |
| 62.3 s | 79.1 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 Blood Knights and Hexwraiths. Blow by blow, with charge and shields: combat calculator. Vampire Counts units ranked. Undead Legions units ranked.

