Depth Guard vs Grave Guard
For the same gold, the melee goes to Grave Guard: 26.4 s to cut down the other side's gold worth, against 42 s the other way. One unit against one, the edge goes to Depth Guard (Depth Guard cost 1,100 gold, Grave Guard 850). Base stats, patch 9.0.4; no charge or abilities.
| Depth Guard | Grave Guard | |
|---|---|---|
| 1,100 | 850 | |
| 7,800 | 9,840 | |
| 60 | 120 | |
| 90 | 90 | |
| 50 / 36 | 26 / 36 | |
| 64 (18) | 40 (12) | |
| 3.8 s | 4.4 s | |
| 302.9 | 227.9 | |
| 32.5 s | 34.2 s | |
| 42 s | 26.4 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 Depth Guard and Grave Guard. Blow by blow, with charge and shields: combat calculator. Vampire Coast units ranked. Undead Legions units ranked. Vampire Counts units ranked.

