Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Deepwood Scouts vs Glade Guard

For the same gold, the shooting goes to Glade Guard: 24.1 s to shoot down the other side's gold worth, against 52.6 s the other way (every projectile hitting). Missile damage per 10 s on each other: Deepwood Scouts 1,582, Glade Guard 1,634; cost 700 and 500 gold. In melee at equal gold, Glade Guard come out ahead. Base stats, patch 9.0.4.

Deepwood ScoutsDeepwood ScoutsWood Elves · Missile infantry · 700 gold
Glade GuardGlade GuardWood Elves · Missile infantry · 500 goldWINS FOR THE GOLD
Deepwood ScoutsGlade Guard
Multiplayer cost700500
Health (whole unit)5,5205,940
Models8090
Armour1515
Melee attack / defence18 / 2220 / 27
Weapon strength (armour-piercing)24 (5)24 (5)
Attack interval4.3 s4.3 s
Melee damage per second against the other105.8151
Time to beat the other, one unit each56.2 s36.6 s
Time to beat the other's gold worth, same gold78.6 s26.1 s
Missile damage per 10 s against the other1,5821,634
Volleys to destroy the other (all hitting)44
Time to shoot down the other's gold worth, same gold52.6 s24.1 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). Both are missile units, so the verdict is their shooting: expected damage of a whole volley at the other (after its armour and resistances) ÷ reload time, at equal gold. 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 Deepwood Scouts and Glade Guard. Blow by blow, with charge and shields: combat calculator. Wood Elf units ranked.