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Shooting · 4,080 volleys

Old World shooting units: which ones do the most damage?

Old World shooting units vary far more by target than their points suggest. I decided to find out how much by firing thousands of simulated volleys from 29 units at six very different targets.

By DaveUpdated 2026-10-282026 Rules & ErrataHow I test

My short answer: at short range, Cathay Iron Hail Gunners, Dwarf Irondrakes and Skaven Jezzails were level at the top, all averaging about 3.7 wounds per volley across six targets, just ahead of Empire crossbowmen (3.6). At the long end of their own 12-inch range, Iron Hail Gunners pulled clear (3.4); for a Cathay unit that shoots from much further away, see my Iron Hail Gunners vs Crane Gunners test. Jezzails were the best answer to Ironbreakers because their shots are magical.

How many simulations I ran

I ran 4,080 volleys for the main table: 29 units firing ten fresh volleys at each of six targets, at long and short range, with five of them tested again after moving. I added 60 Sky Lantern Bombing Runs and a separate movement and cover test of 32,400 volleys. These were the results.

My shooting table is the most stripped-back test on the site: every unit stood still in the open, which flatters gunlines and undersells elves who shoot on the move. With ten volleys behind each number, treat gaps of a few tenths between units as a draw.

Results by unit and target

I kept every unit between 140 and 150 points. Eleven units came from two later batches under the same conditions: Waywatchers, Irondrakes, Shadow Warriors, Skeleton Horse Archers and Wolf Riders, where I also fired after moving, and six Orc, Goblin, Beastmen and Tomb Kings units. Short range is a quarter of the weapon’s maximum range; long range is three quarters. Click a column heading to sort.

Short range (25% of maximum range). Mean effective wounds per volley, each cell averaged over fresh targets. Darker cells are closer to the best result against that target; bold marks the best. n = 10 volleys per cell

Unit Pts KnightsIronbreakersState TroopsDregsRat OgresSkirmish Archers
Cathay Crane Gunners
Grand Cathay
144 2.42.73.13.13.42.5
Cathay Iron Hail Gunners
Grand Cathay
144 2.91.25.36.23.43.4
Cathay Sky Lantern
Grand Cathay
150 1.11.23.52.32.92.4
Chaos throwing axes
Warriors of Chaos
143 1.40.51.63.21.02.4
Chaos javelins
Warriors of Chaos
143 0.90.03.03.91.02.0
Wolves of the Sea Berserkers
Warriors of Chaos
144 0.60.53.54.72.43.0
Skaven Jezzails
Skaven (Renegades fan list)
150 2.53.53.85.14.32.8
Skaven Ratling Gun
Skaven (Renegades fan list)
145 1.30.43.52.92.51.5
Empire crossbowmen
Empire of Man
140 1.71.53.57.74.23.1
Empire handgunners
Empire of Man
144 1.61.05.34.73.33.5
High Elf Archers
High Elf Realms
140 1.11.24.05.71.64.1
Sisters of Avelorn
High Elf Realms
150 2.52.14.34.22.83.0
Wood Elf Glade Guard
Wood Elf Realms
144 1.10.72.73.82.13.4
Wood Elf Deepwood Scouts
Wood Elf Realms
140 1.30.52.33.42.12.7
Dwarf Thunderers
Dwarfen Mountain Holds
140 2.21.34.45.23.02.8
Dwarf Rangers
Dwarfen Mountain Holds
143 1.70.93.16.13.95.0
Bretonnian Peasant Bowmen
Kingdom of Bretonnia
140 1.91.14.04.61.34.4
Bretonnian Mounted Yeomen
Kingdom of Bretonnia
143 0.30.21.92.71.42.2
Wood Elf Waywatchers
Wood Elf Realms
144 1.01.23.83.42.82.3
Dwarf Irondrakes
Dwarfen Mountain Holds
147 1.52.64.84.93.84.5
High Elf Shadow Warriors
High Elf Realms
140 1.20.83.34.41.83.3
Tomb King Skeleton Horse Archers
Tomb Kings of Khemri
143 1.20.41.22.01.11.6
Goblin Wolf Riders
Orc & Goblin Tribes
140 0.50.12.13.21.82.2
Orc archers
Orc & Goblin Tribes
140 1.70.53.14.92.53.3
Goblin archers
Orc & Goblin Tribes
140 1.70.33.55.72.53.5
Ungor archers
Beastmen Brayherds
140 1.80.74.05.52.45.6
Centigors with throwing axes
Beastmen Brayherds
140 0.50.42.33.41.52.1
Tomb King Skeleton Archers
Tomb Kings of Khemri
140 0.60.72.82.61.53.6
Ushabti with greatbows
Tomb Kings of Khemri
147 0.50.51.21.31.91.2

Long range (75% of maximum range). Mean effective wounds per volley, each cell averaged over fresh targets. Darker cells are closer to the best result against that target; bold marks the best. n = 10 volleys per cell

Unit Pts KnightsIronbreakersState TroopsDregsRat OgresSkirmish Archers
Cathay Crane Gunners
Grand Cathay
144 1.10.81.92.62.51.3
Cathay Iron Hail Gunners
Grand Cathay
144 2.71.54.25.13.63.2
Cathay Sky Lantern
Grand Cathay
150 2.31.72.42.62.31.9
Chaos throwing axes
Warriors of Chaos
143 0.60.11.53.20.60.9
Chaos javelins
Warriors of Chaos
143 0.80.71.22.50.91.0
Wolves of the Sea Berserkers
Warriors of Chaos
144 0.40.31.42.31.71.4
Skaven Jezzails
Skaven (Renegades fan list)
150 2.12.02.72.73.41.7
Skaven Ratling Gun
Skaven (Renegades fan list)
145 1.00.42.22.30.81.6
Empire crossbowmen
Empire of Man
140 1.61.43.74.23.22.2
Empire handgunners
Empire of Man
144 1.80.43.53.81.72.1
High Elf Archers
High Elf Realms
140 1.10.72.23.41.42.8
Sisters of Avelorn
High Elf Realms
150 1.70.92.82.82.51.6
Wood Elf Glade Guard
Wood Elf Realms
144 1.50.42.43.61.82.9
Wood Elf Deepwood Scouts
Wood Elf Realms
140 0.80.21.42.61.71.9
Dwarf Thunderers
Dwarfen Mountain Holds
140 1.81.02.33.01.41.6
Dwarf Rangers
Dwarfen Mountain Holds
143 1.21.63.14.13.12.8
Bretonnian Peasant Bowmen
Kingdom of Bretonnia
140 1.10.82.13.31.52.0
Bretonnian Mounted Yeomen
Kingdom of Bretonnia
143 0.80.01.71.81.01.0
Wood Elf Waywatchers
Wood Elf Realms
144 1.91.22.82.11.61.8
Dwarf Irondrakes
Dwarfen Mountain Holds
147 1.51.12.04.21.83.2
High Elf Shadow Warriors
High Elf Realms
140 1.00.82.22.91.51.9
Tomb King Skeleton Horse Archers
Tomb Kings of Khemri
143 0.20.71.31.50.61.6
Goblin Wolf Riders
Orc & Goblin Tribes
140 0.50.90.92.01.02.0
Orc archers
Orc & Goblin Tribes
140 1.40.31.64.11.51.4
Goblin archers
Orc & Goblin Tribes
140 1.00.72.84.22.41.6
Ungor archers
Beastmen Brayherds
140 1.10.63.04.01.41.6
Centigors with throwing axes
Beastmen Brayherds
140 0.20.31.41.61.51.3
Tomb King Skeleton Archers
Tomb Kings of Khemri
140 0.80.42.64.01.43.5
Ushabti with greatbows
Tomb Kings of Khemri
147 0.40.30.71.02.11.6

Best shooters against each target

Knights of the Realm

Six Knights of the Realm: 3+ armour, Lady’s Blessing.

Ironbreakers

Ten Ironbreakers: 3+ armour rerolling natural 1s, 6+ ward against nonmagical shooting.

Empire State Troops

Twenty Empire State Troops with 5+ armour.

Skaven Dregs

Twenty unarmoured Skaven Dregs.

Rat Ogres

Three Rat Ogres: T4, three wounds each, 5+ armour.

Skirmishing Empire Archers

Twenty unarmoured Empire Archers deployed as Skirmishers (−1 To Hit, 5×4 grid, 0.75-inch gaps).

What changes after moving or in cover

My main table is a clean stationary volley in the open, which flatters gunlines. So I ran a second test of 32,400 volleys at fixed distances, with movement and cover, for the original 18 units. At 22 inches after moving into partial cover, Glade Guard averaged 1.80 wounds across all six targets, Sisters of Avelorn 1.47 and Empire crossbowmen 0.43. At 10 inches, standing still in the open, the crossbows led all 18 at 4.00.

Mean wounds across all six targets at fixed distances. “Cover” means partial cover. Click a column heading to sort. n = 60 volleys per cell

Unit10in still, open10in moved, cover22in still, open22in moved, cover
Cathay Crane Gunners 2.530.001.650.00
Cathay Iron Hail Gunners 3.971.100.000.00
Cathay Sky Lantern 2.150.001.580.00
Chaos throwing axes 0.000.000.000.00
Chaos javelins 1.120.500.000.00
Wolves of the Sea Berserkers 0.000.000.000.00
Skaven Jezzails 3.750.002.480.00
Skaven Ratling Gun 1.020.500.000.00
Empire crossbowmen 4.000.682.500.43
Empire handgunners 3.180.622.370.50
High Elf Archers 2.551.381.920.80
Sisters of Avelorn 3.132.252.131.47
Wood Elf Glade Guard 2.402.301.671.80
Wood Elf Deepwood Scouts 2.032.101.331.47
Dwarf Thunderers 2.880.472.050.27
Dwarf Rangers 3.170.952.380.58
Bretonnian Peasant Bowmen 3.021.151.470.38
Bretonnian Mounted Yeomen 1.070.450.000.00

In my opinion that second test explains why elf archers feel better on the table than the first table suggests. Jezzails and both crane-gun units cannot fire at all after moving, and Ponderous handguns and crossbows lose most of their damage.

Every shooting unit I tested

Looking for artillery? See my Old World war machines results. For fast cavalry shooting, see Outriders vs Pistoliers.

Ten volleys per cell show broad patterns, but small gaps can be ordinary dice variation. Across all my shooting trials the firing units lost 25 of their own models and failed 135 Panic checks, and the Ratling Gun rolled 3 double misfires.

My conclusion

Based on these results, I would use Iron Hail Gunners as a close-range firebase and Jezzails to kill armour. I would not judge elf archers on the stationary table alone, because they did their best work on the move from cover.

FAQs

What is the best shooting unit in The Old World?

In my tests, Cathay Iron Hail Gunners. At short range they, Dwarf Irondrakes and Skaven Jezzails all averaged about 3.7 wounds per volley across six targets, and Iron Hail Gunners pulled clear at the long end of their own range (3.4), because they ignore the long range and multiple shots penalties. Their gun only reaches 12 inches, though, so for fire from across the table I would look at Crane Gunners.

What is the best Old World shooting unit against armour?

Skaven Jezzails. Their shots are magical, so Ironbreakers lose their ward, and they did 3.5 wounds per short-range volley into Ironbreakers: the best result of any unit I tested.

Which shooting unit is best against skirmishers?

Ungor archers did 5.6 wounds per short-range volley into skirmishing archers, the best figure I recorded, with Dwarf Rangers next on 5.0.

Are Empire handguns or crossbows better?

Crossbows held up better at long range (2.7 against 2.2 average wounds) and did more to Dregs and Rat Ogres. Handguns did more to State Troops and skirmishers at short range.

Does moving and cover change which shooting unit is best?

Yes, a lot. At 22 inches after moving into partial cover, Glade Guard averaged 1.80 wounds, the best of 18 units, while Empire crossbows fell to 0.43 and Jezzails and Crane Gunners could not fire at all.