Tomb Kings units
Skeleton Warriors held best, Necropolis Knights hit hardest, and chariots live or die by the charge.
Read the Tomb Kings resultsDisclosure: This post is reader-powered and contains affiliate links. If you click through and make a purchase, I may earn a commission at no additional cost to you.
The Old World first, more systems later
Warhammer unit simulations let me test what a unit actually does instead of arguing about it. I roll each matchup through the full rules up to 2,000 times, with every assumption stated.
Skeleton Warriors held best, Necropolis Knights hit hardest, and chariots live or die by the charge.
Read the Tomb Kings resultsChosen Warriors won three fights in four whatever the build; Khorne Forsaken were the surprise answer to Swordmasters.
Read the Chosen and Forsaken resultsPick a Tomb Kings or Chaos elite unit and see what it should charge, what it should let come to it, and what to avoid.
Open the matchup finderThe best Mark, Cult and weapon for five Chaos units. Khorne halberd Warriors won 89.5% of their charges.
See the buildsIron Hail Gunners barely lost damage at long range; Jezzails were my best answer to Ironbreakers.
Compare shootersHammer, anvil, finisher or screen: how similarly priced units behave on the charge and when the enemy charged.
See the rolesEvery Old World result I have published
I run simulations under stated assumptions, not tournaments, so none of these numbers is a tournament win rate. My samples range from 10 to 2,000 trials per matchup, and every table tells you which, along with its margin of error. I left terrain, magic and characters out on purpose, so the numbers isolate what the unit itself does. My simulation method covers the details.
Battle March is my favourite way to play The Old World, so most of my tests so far use units of around 140–150 points. Units for larger games are on my list, and I will add them at a later date.