Grail Guardians vs Royal Hippogryph Knights
For the same gold, the melee goes to Grail Guardians: 53.4 s to cut down the other side's gold worth, against 129.9 s the other way. One unit against one, the edge goes to Grail Guardians as well (Grail Guardians cost 1,850 gold, Royal Hippogryph Knights 2,200). Base stats, patch 9.0.4; no charge or abilities.
| Grail Guardians | Royal Hippogryph Knights | |
|---|---|---|
| 1,850 | 2,200 | |
| 8,064 | 8,112 | |
| 32 | 12 | |
| 120 | 90 | |
| 42 / 58 | 46 / 36 | |
| 60 (36) | 135 (100) | |
| 4.5 s | 4 s | |
| 127.7 | 73.8 | |
| 63.5 s | 109.2 s | |
| 53.4 s | 129.9 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 Grail Guardians and Royal Hippogryph Knights. Blow by blow, with charge and shields: combat calculator. Bretonnia units ranked.

