Heavy War Sleds vs Light War Sleds
For the same gold, the melee goes to Light War Sleds: 197.6 s to cut down the other side's gold worth, against 216 s the other way. One unit against one, the edge goes to Heavy War Sleds (Heavy War Sleds cost 1,450 gold, Light War Sleds 1,150). Base stats, patch 9.0.4; no charge or abilities.
| Heavy War Sleds | Light War Sleds | |
|---|---|---|
| 1,450 | 1,150 | |
| 6,688 | 6,088 | |
| 4 | 4 | |
| 110 | 50 | |
| 38 / 26 | 34 / 26 | |
| 88 (55) | 88 (55) | |
| 4 s | 4 s | |
| 35.5 | 26.8 | |
| 171.3 s | 249.2 s | |
| 216 s | 197.6 s | |
| 124 | 112 | |
| 38 | 47 | |
| 619.8 s | 475.6 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 Heavy War Sleds and Light War Sleds. Blow by blow, with charge and shields: combat calculator. Kislev units ranked.

