Hammerers vs Longbeards
For the same gold, the melee goes to Hammerers: 42.2 s to cut down the other side's gold worth, against 70.1 s the other way. One unit against one, the edge goes to Hammerers as well (Hammerers cost 1,200 gold, Longbeards 700). Base stats, patch 9.0.4; no charge or abilities.
| Hammerers | Longbeards | |
|---|---|---|
| 1,200 | 700 | |
| 10,000 | 8,600 | |
| 100 | 100 | |
| 100 | 100 | |
| 46 / 38 | 30 / 48 | |
| 55 (41) | 32 (7) | |
| 4.2 s | 4.3 s | |
| 349.6 | 83.2 | |
| 24.6 s | 120.2 s | |
| 42.2 s | 70.1 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 Hammerers and Longbeards. Blow by blow, with charge and shields: combat calculator. Dwarf units ranked.

