Ironbreakers vs Leadbelchers
For the same gold, the melee goes to Ironbreakers: 24.7 s to cut down the other side's gold worth, against 599.1 s the other way. One unit against one, the edge goes to Ironbreakers as well (Ironbreakers cost 1,250 gold, Leadbelchers 1,050). Base stats, patch 9.0.4; no charge or abilities.
| Ironbreakers | Leadbelchers | |
|---|---|---|
| 1,250 | 1,050 | |
| 9,600 | 4,928 | |
| 100 | 16 | |
| 125 | 50 | |
| 34 / 66 | 26 / 26 | |
| 32 (10) | 90 (31) | |
| 4.3 s | 4 s | |
| 237.5 | 13.5 | |
| 20.7 s | 713.2 s | |
| 24.7 s | 599.1 s | |
| 3,167 | 1,024 | |
| 2 | 8 | |
| 18.5 s | 78.8 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 Ironbreakers and Leadbelchers. Blow by blow, with charge and shields: combat calculator. Dwarf units ranked. Ogre units ranked.

