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Warhammer: The Old World · Battle March

Battle March units: which one does which job?

Battle March units have no single best choice. In my simulations, who charged whom changed the ranking more than anything else, so I decided to judge every unit by the job it does.

By DaveUpdated 2026-09-242026 Rules & ErrataHow I test

My short answer: pick by role. The results point to a hammer, an anvil, a finisher and a screen rather than one unit that does everything. I kept every unit at roughly the same points and fought each one against the same six opponents, on the charge and when the enemy charged, through break tests and pursuit.

How many simulations I ran

I ran at least 790 complete combats, each fought through break tests and pursuit to the end: 440 with my units charging and 350 with the enemy charging. These were the results.

My Battle March fights ran ten or twenty times per matchup, so a single lucky break test can shift a unit’s total by a whole win. Every charge also went in successfully, which makes the chargers look better than they will on a real table.

When my units charged

Complete fights won out of 10, with a successful frontal charge and the +3 Initiative charge bonus. n = 10 fights per cell

UnitPtsvs Jade Warriorsvs Ironbreakersvs Clanratsvs Rat Ogres + Master MoulderTotal /40
Khorne GW Warriors
Armour and monster breaker
137 106410 30
Khorne AHW Warriors
Attack-volume infantry
130 6257 20
Khorne Chaos Knights
Elite shock cavalry
142 8198 26
Huscarls
Cheap shock hammer
120 7196 23
Berserkers
All-round melee infantry
137 9749 29
Great-weapon Marauders
Ranked block with sustained S5
143 9*318 21
Flail Marauders
Charge-dependent ranked infantry
137 6*108 15
Rat Ogres
Monstrous hammer
150 10427 23
Plague Monks
Attritional attack-volume block
153 4304 11
Jade Lancers
Support, flank and pursuit cavalry
138 3023 8
Giant Rats
Screen, bait and redirector
115 0004 4

* I ran the Marauder fights against Jade Warriors with an earlier build, before the Razing of Westerland Chaotic Cult correction. Treat them as directional only.

When the enemy charged my units

Complete fights won when the enemy charged. Knights of the Realm charged in two batches of 10 (Clanrats joined for the second batch only); Gors charged once per unit. n = 10–20 fights per cell

UnitPtsvs charging Knights of the Realmvs charging Gors
Great-weapon Marauders 143 15/202/10
Flail Marauders 137 15/200/10
Berserkers 137 13/203/10
Khorne Chaos Knights 142 10/201/10
Khorne GW Warriors 137 8/203/10
Clanrats 137 4/103/10
Plague Monks 153 7/200/10
Huscarls 120 6/200/10
Rat Ogres 150 6/200/10
Khorne AHW Warriors 130 5/205/10
Giant Rats 115 3/200/10
Jade Lancers 138 2/202/10

Lessons that kept repeating

Combinations and tricks I would use

Marauder anvil + Huscarl hammer

I let a ranked Marauder block absorb or pin a target, then send Huscarls in where their charge damage and Swiftstride can finish the fight.

Clanrat screen + Rat Ogre countercharge

Clanrats bring the ranks, bodies and Warband. Rat Ogres bring the killing power the rats lack.

Great weapons vs additional hand weapons

Neither Warrior build is better everywhere. I take great weapons for armour, Toughness and multi-wound targets, and additional hand weapons for lighter medium infantry.

Chaos Knights as closers

They are most valuable once another unit has damaged or shaken the target, because Swiftstride pursuit turns a combat win into an actual kill.

Giant Rats as Frenzy bait

I place them so a Frenzied enemy has to take an awkward charge or angle. It works best when the rats are the only legal charge, or every alternative is also bad.

Jade Lancers on flanks, not fronts

I use a solid infantry block to hold the target, then add Lancers for flank pressure, extra Unit Strength, pursuit and repeated Cataphract momentum.

Berserkers in the uncertain centre

Their broad competence makes them my choice when I do not yet know what I will face.

The Gors themselves

My final benchmark taught me the most. Seventeen Gors with additional hand weapons and full command (136 points) won 101 of 120 fights when I gave them a successful charge of 3 inches or more every time. That is not an 84% real-game win rate. It shows how strongly my test rewarded their package of bodies, T4, Bestial Charge, Primal Fury, ranks and attack volume.

I think you should treat Gors as a real offensive unit, not filler. An equal-points ranked block can overwhelm small elite units even when the elites have better individual models.

Every Battle March unit I tested

For the Chaos units, my Warriors of Chaos builds lab ran 500 combats per matchup to find the best Mark, Cult and weapon for each.

My benchmark opponents

My conclusion

Based on these results, I would use each unit for its role: Berserkers in the uncertain centre, great-weapon Warriors and Rat Ogres to crack armour and monsters, Chaos Knights to charge and run things down, and Clanrats to hold. I would not use any of them as a do-everything unit.

FAQs

What is the best Battle March unit?

I did not find one. Charge direction, armour, body count, static Combat Result and pursuit speed changed the ranking from matchup to matchup. Berserkers with flails came closest to an all-rounder, winning 29 of 40 charges.

Does getting the charge matter in Battle March?

Enormously. Rat Ogres won all 10 charges into Jade Warriors but none of their 10 fights when Gors charged them. Several units swung from excellent to poor when I reversed who charged.

What is the best Battle March unit for receiving cavalry?

Bloodied Hound Marauders. Both the great-weapon and flail builds beat charging Knights of the Realm in 15 of 20 fights.

Are Gors good in Battle March?

Yes. 17 Gors with additional hand weapons won 101 of 120 fights when I gave them a successful charge every time. That is not a real-game win rate, but it shows how hard their package hits.