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 Guard | Infernal Ironsworn | |
|---|---|---|
| 950 | 1,400 | |
| 9,000 | 10,600 | |
| 100 | 100 | |
| 100 | 125 | |
| 32 / 56 | 42 / 64 | |
| 42 (11) | 42 (10) | |
| 4.3 s | 4.3 s | |
| 31.3 | 65.9 | |
| 338.9 s | 136.5 s | |
| 230 s | 201.2 s | |
| — | 1,500 | |
| — | 7 — more than its ammunition | |
| — | 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.

