Phoenix Guard vs Silverin Guard
For the same gold, the melee goes to Phoenix Guard: 59.3 s to cut down the other side's gold worth, against 101.8 s the other way. One unit against one, the edge goes to Phoenix Guard as well (Phoenix Guard cost 1,300 gold, Silverin Guard 850). Base stats, patch 9.0.4; no charge or abilities.
| Phoenix Guard | Silverin Guard | |
|---|---|---|
| 1,300 | 850 | |
| 8,400 | 8,160 | |
| 100 | 120 | |
| 110 | 75 | |
| 38 / 40 | 28 / 42 | |
| 40 (28) | 32 (8) | |
| 4.9 s | 4.8 s | |
| 210.4 | 53.9 | |
| 38.8 s | 155.7 s | |
| 59.3 s | 101.8 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 Phoenix Guard and Silverin Guard. Blow by blow, with charge and shields: combat calculator. High Elf units ranked.

