Empire Knights vs Knights of the Realm
For the same gold, the melee goes to Knights of the Realm: 57.7 s to cut down the other side's gold worth, against 108.7 s the other way. One unit against one, the edge goes to Knights of the Realm as well (Empire Knights cost 850 gold, Knights of the Realm 950). Base stats, patch 9.0.4; no charge or abilities.
| Empire Knights | Knights of the Realm | |
|---|---|---|
| 850 | 950 | |
| 6,480 | 6,720 | |
| 60 | 60 | |
| 110 | 100 | |
| 26 / 30 | 32 / 28 | |
| 30 (9) | 40 (10) | |
| 5.1 s | 5.1 s | |
| 55.3 | 125.5 | |
| 121.5 s | 51.6 s | |
| 108.7 s | 57.7 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 Empire Knights and Knights of the Realm. Blow by blow, with charge and shields: combat calculator. Empire units ranked. Bretonnia units ranked.

