Both units strike in the same round and every blow lands, as if they fought at the same Initiative. Casualties aren't removed before the other side strikes, and charge bonuses, Hatred and Frenzy aren't included.
If the natural roll beats your Leadership, you break and flee. If it doesn't but roll plus the margin does, you fall back in good order. Otherwise you give ground. A double one always gives ground. If the winners have more than double your Unit Strength, falling back becomes fleeing. A Battle Standard lets you re-roll a roll that breaks.
Each buff applied to every unit at full ranks. Damage buffs are scored against the game's real defences; defensive buffs against its real weapons.
| Open this tab to run the numbers. |
Combat armour after shields, as a share of points. The "profiles" covering 95% of points are the reference every unit's damage is scored against.
Every unit comes from data/tow-units.csv in the Statshammer GitHub repository. It was built from Old World Builder (points, unit sizes, equipment) joined to the Online Rules Index (profiles, weapons and rules). The lab reads that file and works out all the probabilities itself.
Edit the data file on GitHub and the lab shows the change on its next load, with nothing to rebuild. ↻ Refresh reloads it straight away. If the file can't be reached (for example when this page is opened from your computer), the lab uses the copy built into the page.
- Rules from the Online Rules Index (15 Sep 2026):
- To hit uses the Weapon Skill chart; a natural 1 always fails and a natural 6 always hits. To wound uses the Strength against Toughness chart.
- Armour is rolled with AP as a modifier, then one ward, then Regeneration. The best armour is 2+ for infantry and cavalry, 3+ for chariots, monsters and war machines. A shield gives +1, but not with a weapon that Requires Two Hands.
- Armour Bane improves AP on a natural 6 to wound. Cleaving Blow ignores armour and Regeneration on a natural 6 against infantry, cavalry and war beasts. Poisoned Attacks give +2 to wound on a natural 6 to hit.
- E100 is the unit's Wounds times how much harder the game's attacks find it to hit, wound and get through its saves than a WS4 T4 model with no save (the game's most common profile). A unit's Weapon Skill and Toughness therefore count as well as its armour, ward and Regeneration.
- Only weapons with Fight in Extra Rank make supporting attacks, one per supporting model. Rank bonus depends on troop type (Horde +1). Combat result counts unsaved wounds, capped at the enemy's total Wounds, plus ranks, standard, Battle Standard, flank or rear.
- Break test: Stubborn declines its first test. Unbreakable units don't test. Unstable units lose a Wound per point they lose by, less Indomitable.
- Not modelled: charge bonuses (Impact Hits, lances), Hatred, Frenzy, Strike First/Last and casualty order, magic items, spells, shooting, characters joined to units, and Killing Blow / Multiple Wounds. Each unit uses its default weapon and mount.
- Assumptions pending a rules check: wounds carry over between rank-and-file models, and a ward and Regeneration can both be rolled against the same wound.