Knights of the Black Rose vs Reiksguard
For the same gold, the melee goes to Knights of the Black Rose: 80.5 s to cut down the other side's gold worth, against 169.1 s the other way. One unit against one, the edge goes to Knights of the Black Rose as well (Knights of the Black Rose cost 1,250 gold, Reiksguard 1,100). Base stats, patch 9.0.4; no charge or abilities.
| Knights of the Black Rose | Reiksguard | |
|---|---|---|
| 1,250 | 1,100 | |
| 7,560 | 6,960 | |
| 60 | 60 | |
| 120 | 120 | |
| 36 / 50 | 34 / 31 | |
| 40 (12) | 40 (12) | |
| 4.3 s | 5.1 s | |
| 98.2 | 39.3 | |
| 70.9 s | 192.2 s | |
| 80.5 s | 169.1 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 Knights of the Black Rose and Reiksguard. Blow by blow, with charge and shields: combat calculator. Empire units ranked.

