Wardancers vs Wildwood Rangers
For the same gold, the melee goes to Wardancers: 16.4 s to cut down the other side's gold worth, against 20.9 s the other way. One unit against one, the edge goes to Wildwood Rangers (Wardancers cost 750 gold, Wildwood Rangers 900). Base stats, patch 9.0.4; no charge or abilities.
| Wardancers | Wildwood Rangers | |
|---|---|---|
| 750 | 900 | |
| 6,800 | 8,400 | |
| 100 | 100 | |
| 15 | 40 | |
| 40 / 38 | 40 / 36 | |
| 36 (10) | 36 (26) | |
| 4.5 s | 4.3 s | |
| 426.1 | 389.7 | |
| 19.7 s | 17.5 s | |
| 16.4 s | 20.9 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 Wardancers and Wildwood Rangers. Blow by blow, with charge and shields: combat calculator. Wood Elf units ranked.

