Nasty Skulkers vs Night Goblins
For the same gold, the melee goes to Night Goblins: 14.9 s to cut down the other side's gold worth, against 37.3 s the other way. One unit against one, the edge goes to Night Goblins as well (Nasty Skulkers cost 500 gold, Night Goblins 400). Base stats, patch 9.0.4; no charge or abilities.
| Nasty Skulkers | Night Goblins | |
|---|---|---|
| 500 | 400 | |
| 8,320 | 8,960 | |
| 160 | 160 | |
| 15 | 15 | |
| 26 / 16 | 26 / 24 | |
| 24 (18) | 27 (7) | |
| 4.6 s | 4 s | |
| 300.2 | 445.5 | |
| 29.8 s | 18.7 s | |
| 37.3 s | 14.9 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 Nasty Skulkers and Night Goblins. Blow by blow, with charge and shields: combat calculator. Greenskin units ranked.

