Again, a list of expected hits dished out by normal units, only for magic weapons and veteran units (I believe it's the same for regulars) rather than adamantium and elite.
Same format as before: numbers in parentheses denote magical weapons from the Alchemy pick for races unable to make their own, P stands for poison attacks, and paladins' numbers include their holiness bonus. Not all numbers are directly comparable - armour piercing halves effectiveness of the victim's defense, thrown/breath+melee lets them defend twice.
Melee:
BA Berserkers: 28.8
DW Hammerhands: 21.6
VA Pikemen: 19.2
BE Minotaurs: 15.6
DR Halberdiers: 15.6
HE Halberdiers: 15
BA Swordsman: 14.4
BE Halberdiers: 14.4
HE Elven Lords: 14.4
DR Swordsmen: 13.2
BA Spearman: 12.8
HM Paladins: 12.8
GN Halberdiers: 12.6 (16.8)
VA Halberdiers: 12
BE Swordsmen: 12
DE Nightblades: 12+6P
HE Swordsmen: 12
HF Swordsmen: 12
BA Cavalry: 11.2
DR Spearman: 11.2
GN Swordsmen: 10.8 (14.4)
TR War Trolls: 10.8 (14.4)
HE Cavalry: 10
VA Swordsmen: 9.6
BE Spearmen: 9.6
GN Spearmen: 9.6 (12.8)
GN Wolf Riders: 9.6
KL Halberdiers: 9 (12)
LZ Javelineers: 9 (12)
TR Halberdiers: 8.4 (11.2)
VA Cavalry 8
BE Priest: 8
HE Spearmen: 8
HF Spearmen: 8
HF Slingers: 8
NO Horsebowmen: 8
NO Rangers: 8
NO Griffins: 8
BE Bowmen: 7.2
BE Engineers: 7.2
DE Nightmares: 7.2
GN Bowmen: 7.2 (9.6)
KL Swordsmen: 7.2 (9.6)
TR Swordsmen: 7.2 (9.6)
TR War Mammoths: 6.6 (8.8)
VA Spearmen: 6.4
VA Priests: 6.4
BE Centaurs: 6.4
KL Stag Beetle: 6.4 (8.2)
HE Longbowmen: 6
HE Pegasi: 6
HF Bowmen: 6
TR Shaman: 6 (8)
DW Golem 5.2
LZ Dragon Turtle: 5.1 (6.2)
VA Bowman: 4.8
VA Shaman: 4.8
VA Engineers: 4.8
BE Magicians: 4.8
BE Manticores: 4.8+12P
HM Magicians: 4.8
KL Spearmen: 4.8 (6.4)
OC Wyvern Rider: 4.8+12P
TR Spearmen: 4.8 (6.4)
HE Magicians: 4
HF Shaman: 4
DE Warlocks: 3.2
DR Airship: 2.4
Damage dealt before regular melee - first strike, thrown and breath:
HE Elven Lords: 14.4
HM Paladins: 12.8
BA Cavalry: 11.2
HE Cavalry: 10
BA Berserkers: 9.6
VA Cavalry: 8
NO Griffins: 8
TR War Mammoths: 6.6 (8.8)
BA Spearman: 6.4
BA Swordsman: 4.8
DR Spearman: 4.8
DR Doom Drakes: 4.2
DR Swordsman: 3.6
DR Halberdier: 3.6
DR Bowmen: 3.6
KL Stag Beelte: 1.8
LZ Dragon Turtle: 1.8
And again, ranged attacks with spread given from maximum to point blank range. Grouped by the former.
HM Magicians: 10.8
DE Warlocks: 9.6
HE Magicians: 9.6
DE Priests: 8.4
HE Longbowmen: 7.2-12
HF Slingers: 7.2-12
VA Magicians: 7.2
VA Priests: 6
DE Spearmen: 4.8
HF Shaman: 4.8
HF Bowmen: 3.6-6
VA Shaman: 3.6
DE Swordsmen: 3.6
DE Halberdiers: 3.6
DE Nightmares: 3.6
NO Rangers: 3.2-6.4
VA Catapult: 3-4
DW Steam Cannon: 2.6-5.2
LZ Javelineers: 2.4-7.2 (4.8-9.6)
VA Bowman: 2.4-4.8
BE Centaurs: 2.4-4.8
NO Horsebowmen: 2.4-4.8
HE Pegasi: 2.4-4
DE Cavalry: 2.4
DR Airship: 2.2-4.4
No real surprises here, maybe apart from how poorly high-end units of races without alchemists guilds do even under favourable circumstances. Any comments welcome.
Same format as before: numbers in parentheses denote magical weapons from the Alchemy pick for races unable to make their own, P stands for poison attacks, and paladins' numbers include their holiness bonus. Not all numbers are directly comparable - armour piercing halves effectiveness of the victim's defense, thrown/breath+melee lets them defend twice.
Melee:
BA Berserkers: 28.8
DW Hammerhands: 21.6
VA Pikemen: 19.2
BE Minotaurs: 15.6
DR Halberdiers: 15.6
HE Halberdiers: 15
BA Swordsman: 14.4
BE Halberdiers: 14.4
HE Elven Lords: 14.4
DR Swordsmen: 13.2
BA Spearman: 12.8
HM Paladins: 12.8
GN Halberdiers: 12.6 (16.8)
VA Halberdiers: 12
BE Swordsmen: 12
DE Nightblades: 12+6P
HE Swordsmen: 12
HF Swordsmen: 12
BA Cavalry: 11.2
DR Spearman: 11.2
GN Swordsmen: 10.8 (14.4)
TR War Trolls: 10.8 (14.4)
HE Cavalry: 10
VA Swordsmen: 9.6
BE Spearmen: 9.6
GN Spearmen: 9.6 (12.8)
GN Wolf Riders: 9.6
KL Halberdiers: 9 (12)
LZ Javelineers: 9 (12)
TR Halberdiers: 8.4 (11.2)
VA Cavalry 8
BE Priest: 8
HE Spearmen: 8
HF Spearmen: 8
HF Slingers: 8
NO Horsebowmen: 8
NO Rangers: 8
NO Griffins: 8
BE Bowmen: 7.2
BE Engineers: 7.2
DE Nightmares: 7.2
GN Bowmen: 7.2 (9.6)
KL Swordsmen: 7.2 (9.6)
TR Swordsmen: 7.2 (9.6)
TR War Mammoths: 6.6 (8.8)
VA Spearmen: 6.4
VA Priests: 6.4
BE Centaurs: 6.4
KL Stag Beetle: 6.4 (8.2)
HE Longbowmen: 6
HE Pegasi: 6
HF Bowmen: 6
TR Shaman: 6 (8)
DW Golem 5.2
LZ Dragon Turtle: 5.1 (6.2)
VA Bowman: 4.8
VA Shaman: 4.8
VA Engineers: 4.8
BE Magicians: 4.8
BE Manticores: 4.8+12P
HM Magicians: 4.8
KL Spearmen: 4.8 (6.4)
OC Wyvern Rider: 4.8+12P
TR Spearmen: 4.8 (6.4)
HE Magicians: 4
HF Shaman: 4
DE Warlocks: 3.2
DR Airship: 2.4
Damage dealt before regular melee - first strike, thrown and breath:
HE Elven Lords: 14.4
HM Paladins: 12.8
BA Cavalry: 11.2
HE Cavalry: 10
BA Berserkers: 9.6
VA Cavalry: 8
NO Griffins: 8
TR War Mammoths: 6.6 (8.8)
BA Spearman: 6.4
BA Swordsman: 4.8
DR Spearman: 4.8
DR Doom Drakes: 4.2
DR Swordsman: 3.6
DR Halberdier: 3.6
DR Bowmen: 3.6
KL Stag Beelte: 1.8
LZ Dragon Turtle: 1.8
And again, ranged attacks with spread given from maximum to point blank range. Grouped by the former.
HM Magicians: 10.8
DE Warlocks: 9.6
HE Magicians: 9.6
DE Priests: 8.4
HE Longbowmen: 7.2-12
HF Slingers: 7.2-12
VA Magicians: 7.2
VA Priests: 6
DE Spearmen: 4.8
HF Shaman: 4.8
HF Bowmen: 3.6-6
VA Shaman: 3.6
DE Swordsmen: 3.6
DE Halberdiers: 3.6
DE Nightmares: 3.6
NO Rangers: 3.2-6.4
VA Catapult: 3-4
DW Steam Cannon: 2.6-5.2
LZ Javelineers: 2.4-7.2 (4.8-9.6)
VA Bowman: 2.4-4.8
BE Centaurs: 2.4-4.8
NO Horsebowmen: 2.4-4.8
HE Pegasi: 2.4-4
DE Cavalry: 2.4
DR Airship: 2.2-4.4
No real surprises here, maybe apart from how poorly high-end units of races without alchemists guilds do even under favourable circumstances. Any comments welcome.