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Shooting · 2,160 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 2,160 simulated volleys from 18 units at six very different targets.

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

My short answer: at short range, Cathay Iron Hail Gunners and Skaven Jezzails were level at the top, averaging 3.7 wounds per volley across six targets, just ahead of Empire crossbowmen (3.6). At long range Iron Hail Gunners pulled clear (3.4). Jezzails were the best answer to Ironbreakers because their shots are magical.

How many simulations I ran

I ran 2,160 volleys: 18 units firing ten fresh volleys at each of six targets, at long and short range. I added 60 Sky Lantern Bombing Runs and a separate movement and cover test. 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. 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

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

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 at fixed distances with movement and cover. 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 that trio at 4.00, against 3.13 for the Sisters and 2.40 for the Glade Guard.

In my opinion that second test explains why elf archers feel better on the table than the first table suggests.

More shooting units, short range only

Additional ~140-point shooters. I tested these at short range against four of the six targets. n = 10 volleys per cell

UnitPtsKnightsState TroopsRat OgresSkirmish Archers
Orc Mob warbows
Orc & Goblin Tribes
140 1.73.12.53.3
Goblin Mob shortbows
Orc & Goblin Tribes
140 1.73.52.53.5
Ungor Herd shortbows
Beastmen Brayherds
140 1.84.02.45.6
Tomb King Skeleton Archers
Tomb Kings of Khemri · Skeleton Archers ignore To Hit modifiers.
140 0.62.81.53.6
Ushabti with greatbows
Tomb Kings of Khemri · Greatbows add Multiple Wounds against monsters.
147 0.51.21.91.2

Ungor Herd shortbows stand out against skirmishers (5.6), the best short-range figure I recorded against that target in either table.

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 general 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. They tied Skaven Jezzails for the best short-range average (3.7 wounds per volley across six targets) and pulled clear at long range (3.4), because they ignore the long range and multiple shots penalties.

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 Herd shortbows did 5.6 wounds per short-range volley into skirmishing archers, the best figure I recorded. In the main table, Dwarf Rangers led with 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 and Sisters of Avelorn 1.47, while Empire crossbows fell to 0.43.