River Trolls vs Stone Trolls
For the same gold, the melee goes to River Trolls: 47.9 s to cut down the other side's gold worth, against 72.1 s the other way. Base stats, patch 9.0.4; no charge or abilities.
| River Trolls | Stone Trolls | |
|---|---|---|
| 900 | 1,100 | |
| 7,904 | 7,904 | |
| 16 | 16 | |
| 40 | 70 | |
| 34 / 40 | 36 / 32 | |
| 105 (70) | 120 (80) | |
| 3.8 s | 4 s | |
| 135 | 133.9 | |
| 58.6 s | 59 s | |
| 47.9 s | 72.1 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 River Trolls and Stone Trolls. Blow by blow, with charge and shields: combat calculator. Greenskin units ranked.

