Stonehorn vs Thundertusk
For the same gold, the melee goes to Stonehorn: 163.9 s to cut down the other side's gold worth, against 267.4 s the other way. Base stats, patch 9.0.4; no charge or abilities.
| Stonehorn | Thundertusk | |
|---|---|---|
| 1,800 | 2,300 | |
| 9,616 | 10,124 | |
| 1 | 1 | |
| 110 | 100 | |
| 44 / 32 | 44 / 30 | |
| 480 (340) | 480 (340) | |
| 3.8 s | 3.8 s | |
| 48.4 | 45.9 | |
| 209.4 s | 209.3 s | |
| 163.9 s | 267.4 s | |
| — | 172 | |
| — | 40 — more than its ammunition | |
| — | 712.6 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 Stonehorn and Thundertusk. Blow by blow, with charge and shields: combat calculator. Ogre units ranked.

