Bloodthirster vs Lord of Change
For the same gold, the melee goes to Bloodthirster: 94.7 s to cut down the other side's gold worth, against 175.8 s the other way. One unit against one, the edge goes to Bloodthirster as well (Bloodthirster cost 2,000 gold, Lord of Change 1,450). Base stats, patch 9.0.4; no charge or abilities.
| Bloodthirster | Lord of Change | |
|---|---|---|
| 2,000 | 1,450 | |
| 7,732 | 7,028 | |
| — | 800 | |
| 1 | 1 | |
| 70 | 30 | |
| 60 / 44 | 45 / 45 | |
| 540 (380) | 420 (295) | |
| 4 s | 4 s | |
| 114 | 31.9 | |
| 68.6 s | 242.4 s | |
| 94.7 s | 175.8 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 Bloodthirster and Lord of Change. Blow by blow, with charge and shields: combat calculator. Khorne units ranked. Daemons of Chaos units ranked. Warriors of Chaos units ranked. Tzeentch units ranked.

