Saurus Warriors vs Temple Guard
For the same gold, the melee goes to Saurus Warriors: 28.1 s to cut down the other side's gold worth, against 47.5 s the other way. One unit against one, the edge goes to Temple Guard (Saurus Warriors cost 750 gold, Temple Guard 1,200). Base stats, patch 9.0.4; no charge or abilities.
| Saurus Warriors | Temple Guard | |
|---|---|---|
| 750 | 1,200 | |
| 10,200 | 10,700 | |
| 100 | 100 | |
| 60 | 85 | |
| 32 / 28 | 31 / 38 | |
| 52 (18) | 42 (29) | |
| 3.7 s | 4 s | |
| 237.7 | 343.4 | |
| 45 s | 29.7 s | |
| 28.1 s | 47.5 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 Saurus Warriors and Temple Guard. Blow by blow, with charge and shields: combat calculator. Lizardmen units ranked.

