Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Infernal Guard vs Infernal Ironsworn

For the same gold, the melee goes to Infernal Ironsworn: 201.2 s to cut down the other side's gold worth, against 230 s the other way. One unit against one, the edge goes to Infernal Ironsworn as well (Infernal Guard cost 950 gold, Infernal Ironsworn 1,400). Base stats, patch 9.0.4; no charge or abilities.

Infernal GuardInfernal GuardChaos Dwarfs · Melee infantry · 950 gold
Infernal IronswornInfernal IronswornChaos Dwarfs · Melee infantry · 1,400 goldWINS FOR THE GOLD
Infernal GuardInfernal Ironsworn
Multiplayer cost9501,400
Health (whole unit)9,00010,600
Models100100
Armour100125
Melee attack / defence32 / 5642 / 64
Weapon strength (armour-piercing)42 (11)42 (10)
Attack interval4.3 s4.3 s
Melee damage per second against the other31.365.9
Time to beat the other, one unit each338.9 s136.5 s
Time to beat the other's gold worth, same gold230 s201.2 s
Missile damage per 10 s against the other—1,500
Volleys to destroy the other (all hitting)—7 — more than its ammunition
Time to shoot down the other's gold worth, same gold—88.4 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 Infernal Guard and Infernal Ironsworn. Blow by blow, with charge and shields: combat calculator. Chaos Dwarf units ranked.