Grave Guard vs Tomb Guard
For the same gold, the melee goes to Grave Guard: 42.8 s to cut down the other side's gold worth, against 52.1 s the other way. One unit against one, the edge goes to Grave Guard as well (Grave Guard cost 850 gold, Tomb Guard 750). Base stats, patch 9.0.4; no charge or abilities.
| Grave Guard | Tomb Guard | |
|---|---|---|
| 850 | 750 | |
| 9,840 | 9,840 | |
| 120 | 120 | |
| 90 | 55 | |
| 26 / 36 | 32 / 41 | |
| 40 (12) | 42 (9) | |
| 4.4 s | 4.4 s | |
| 260.7 | 166.8 | |
| 37.7 s | 59 s | |
| 42.8 s | 52.1 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 Grave Guard and Tomb Guard. Blow by blow, with charge and shields: combat calculator. Vampire Counts units ranked. Undead Legions units ranked. Tomb Kings units ranked.

