Eternal Guard vs Wardancers
For the same gold, the melee goes to Wardancers: 26.7 s to cut down the other side's gold worth, against 44.7 s the other way. One unit against one, the edge goes to Wardancers as well (Eternal Guard cost 475 gold, Wardancers 750). Base stats, patch 9.0.4; no charge or abilities.
| Eternal Guard | Wardancers | |
|---|---|---|
| 475 | 750 | |
| 7,200 | 6,800 | |
| 100 | 100 | |
| 40 | 15 | |
| 26 / 36 | 40 / 38 | |
| 24 (20) | 36 (10) | |
| 4.5 s | 4.5 s | |
| 96.3 | 426.1 | |
| 70.6 s | 16.9 s | |
| 44.7 s | 26.7 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 Eternal Guard and Wardancers. Blow by blow, with charge and shields: combat calculator. Wood Elf units ranked.

