Handgunners vs Men-at-Arms
For the same gold, the melee goes to Men-at-Arms: 9 s to cut down the other side's gold worth, against 185.6 s the other way. One unit against one, the edge goes to Men-at-Arms as well (Handgunners cost 600 gold, Men-at-Arms 250). Base stats, patch 9.0.4; no charge or abilities.
| Handgunners | Men-at-Arms | |
|---|---|---|
| 600 | 250 | |
| 6,210 | 7,800 | |
| 90 | 120 | |
| 20 | 30 | |
| 16 / 17 | 27 / 26 | |
| 24 (3) | 26 (6) | |
| 4.3 s | 4.3 s | |
| 100.9 | 288.8 | |
| 77.3 s | 21.5 s | |
| 185.6 s | 9 s | |
| 1,445 | — | |
| 5 | — | |
| 129.5 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 Handgunners and Men-at-Arms. Blow by blow, with charge and shields: combat calculator. Empire units ranked. Bretonnia units ranked.

