Necropolis Knights vs Sepulchral Stalkers
For the same gold, the melee goes to Necropolis Knights: 79 s to cut down the other side's gold worth, against 82.8 s the other way. One unit against one, the edge goes to Necropolis Knights as well (Necropolis Knights cost 1,400 gold, Sepulchral Stalkers 1,200). Base stats, patch 9.0.4; no charge or abilities.
| Necropolis Knights | Sepulchral Stalkers | |
|---|---|---|
| 1,400 | 1,200 | |
| 7,464 | 7,040 | |
| 24 | 16 | |
| 110 | 80 | |
| 40 / 43 | 22 / 30 | |
| 67 (42) | 75 (52) | |
| 5.4 s | 4.7 s | |
| 104 | 77.2 | |
| 67.7 s | 96.6 s | |
| 79 s | 82.8 s | |
| — | 1,758 | |
| — | 5 | |
| — | 36.4 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 Necropolis Knights and Sepulchral Stalkers. Blow by blow, with charge and shields: combat calculator. Tomb Kings units ranked. Undead Legions units ranked.

