Glade Riders vs Wild Riders
For the same gold, the melee goes to Glade Riders: 28.9 s to cut down the other side's gold worth, against 66.1 s the other way. One unit against one, the edge goes to Wild Riders (Glade Riders cost 600 gold, Wild Riders 1,000). Base stats, patch 9.0.4; no charge or abilities.
| Glade Riders | Wild Riders | |
|---|---|---|
| 600 | 1,000 | |
| 5,280 | 4,760 | |
| 60 | 40 | |
| 15 | 40 | |
| 28 / 24 | 34 / 25 | |
| 28 (7) | 40 (13) | |
| 4 s | 5 s | |
| 99 | 133.1 | |
| 48.1 s | 39.7 s | |
| 28.9 s | 66.1 s | |
| 724 | — | |
| 6 | — | |
| 39.4 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 Glade Riders and Wild Riders. Blow by blow, with charge and shields: combat calculator. Wood Elf units ranked.

