Chaos Spawn vs Tzaangors
For the same gold, the melee goes to Tzaangors: 23.5 s to cut down the other side's gold worth, against 87.5 s the other way. One unit against one, the edge goes to Tzaangors as well (Chaos Spawn cost 950 gold, Tzaangors 650). Base stats, patch 9.0.4; no charge or abilities.
| Chaos Spawn | Tzaangors | |
|---|---|---|
| 950 | 650 | |
| 8,768 | 9,600 | |
| — | 800 | |
| 16 | 120 | |
| 10 | 50 | |
| 36 / 28 | 26 / 38 | |
| 170 (50) | 30 (9) | |
| 3.8 s | 4.4 s | |
| 173.7 | 255.8 | |
| 59.9 s | 34.3 s | |
| 87.5 s | 23.5 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 Chaos Spawn and Tzaangors. Blow by blow, with charge and shields: combat calculator. Warriors of Chaos units ranked. Tzeentch units ranked.

