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

Deepwood Scouts vs Waywatchers

For the same gold, the shooting goes to Deepwood Scouts: 21.7 s to shoot down the other side's gold worth, against 57.6 s the other way (every projectile hitting). Missile damage per 10 s on each other: Deepwood Scouts 1,582, Waywatchers 1,575; cost 700 and 1,150 gold. In melee at equal gold, Deepwood Scouts come out ahead. Base stats, patch 9.0.4.

Deepwood ScoutsDeepwood ScoutsWood Elves · Missile infantry · 700 goldWINS FOR THE GOLD
WaywatchersWaywatchersWood Elves · Missile infantry · 1,150 gold
Deepwood ScoutsWaywatchers
Multiplayer cost7001,150
Health (whole unit)5,5205,640
Models8060
Armour1515
Melee attack / defence18 / 2228 / 28
Weapon strength (armour-piercing)24 (5)32 (7)
Attack interval4.3 s4.3 s
Melee damage per second against the other101.7167
Time to beat the other, one unit each55.5 s33.1 s
Time to beat the other's gold worth, same gold33.8 s54.3 s
Missile damage per 10 s against the other1,5821,575
Volleys to destroy the other (all hitting)44
Time to shoot down the other's gold worth, same gold21.7 s57.6 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 Waywatchers. Blow by blow, with charge and shields: combat calculator. Wood Elf units ranked.