Warhammer Underworlds - Analysis Series - Durability
Warband Durability in Warhammer Underworlds
Introduction:
Why Durability Matters
In Warhammer
Underworlds, victory is all about scoring Glory. To score, your fighters need
to be on the battlefield, working towards your Objectives and engaging enemy
fighters. Naturally, the longer your fighters survive, the more opportunities
you have to score Objective cards, and the less Bounty you give away to your
opponent. This is why durability, the time it takes for a warband to be removed
from play, is the subject of this
article.
In this
article, I will attempt to break down durability into a single, understandable
variable: the number of successful attack activations required to remove a
warband. This is a simplification, we are not simulating entire games, but
isolating durability under a set of standard conditions.
To do this, we
will first examine base durability, then explore how saves increase the number
of required activations and finally see how multi-hit attacks reshape the
picture again.
The Base
Assumptions
For the purpose
of this analysis, the following assumptions are made:
- Attacks always deal 2 damage
- Attacks always succeed (this allows durability to be converted into a single variable)
- Crits only count as successes, nothing more
- No weapon abilities are considered
- No warscroll rules are included
- All durability calculations are based on uninspired profiles
It is important
to remember that this is not intended to simulate real games. The aim is to
isolate durability as a single variable.
As the article
progresses, some of these assumptions will be revisited and modified to explore
how durability changes under different conditions.
What do I mean
by Durability?
Durability is
defined as the total number of successful 2-damage attacks required to remove
all fighters in a warband. There are two key ways to think about this:
Base Durability
Assumes all
attacks hit and all saves fail. This focuses purely on the Health and fighter
count of a warband.
Save-Adjusted
Durability
Accounts for
each fighter’s saves, which can cause attacks to fail and force your opponent
to spend more activations to remove your fighters.
By separating
these two measurements, we can better understand how fighter count, Health, and
Saves interact to determine how long a warband can stay on the board.
How do Health
and Durability relate?
First, it is
helpful to understand how Health determines the “time” or activation cost
required to remove a single fighter. Returning to our base assumptions:
- Each attack deals 2 damage
- Each attack always succeeds
This produces
the following results:
5 Health → 3 attacks to remove
4 Health → 2 attacks
3 Health → 2 attacks
2 Health → 1 attack
Durability does
not increase linearly with Health. A 4-Health fighter is not significantly
harder to remove than a 3-Health fighter but increasing from 2 to 3 Health
represents a substantial jump in durability.
With an
understanding of the time required to remove individual fighters, we can now
consider durability across entire warbands.
How does Warband
Size affect Durability?
Durability is
influenced as much by the number of fighters as by their individual Health.
Consider the following simplified examples:
3 × 5-Health fighters → 9 attacks required
4 × 4-Health fighters → 8 attacks required
5 × 3-Health fighters → 10 attacks required
Although
individual fighters may be weaker, larger warbands often require more total
attacks to remove. This helps explain why swarm warbands can feel surprisingly
resilient despite low individual Health.
On average,
warbands begin with roughly 16 total Health divided between their fighters.
Under our assumptions, this means it typically takes around eight successful
2-damage attacks to remove a warband. However, durability varies depending on
how that Health is distributed across fighters.
I have compiled
a table showing the base durability of a range of warbands.
![]() |
| Table 1: Base Durability |
The Durability
Baseline Across Warbands
In almost all
cases, warbands fall within a very narrow range of base durability. Most
require either eight or nine successful attack activations to be removed from
the battlefield. In simple terms, most warbands in this edition are designed to
survive for roughly the same amount of time once combat begins.
However, there
is one clear exception to this pattern.
Zarbag’s Gitz
sit well outside the typical durability range with a base durability of 12.
This is a significant difference, representing roughly a 33 to 50 percent
increase in the number of successful attacks required to remove the warband
compared to most others.
![]() |
| My Gitz |
The reason is
straightforward. Zarbag’s Gitz contain nine fighters, and every fighter must be
attacked individually. Each requires at least one successful attack to remove,
and several require two. In practice, this creates a much larger activation tax
for opponents than almost any other warband in the game.
The Gitz begin
the game with 21 total wounds spread across nine fighters. Both the fighter
count and total Health pool are unusually high. Other warbands either have
fewer fighters and less overall Health. The Gitz combine both advantages,
compounding their durability in a way few warbands can match.
This becomes
especially significant when considering that Warhammer Underworlds is built
around a fixed number of activations. Each player has twelve activations
available during a game. Against most warbands, removing the entire enemy force
typically requires eight to nine successful attacks. Zarbag’s Gitz often
require the full twelve. In practical terms, this means an opponent needs to
spend an entire game successfully attacking to completely remove the warband
from the board.
This provides a
significant advantage. The Gitz gain more time to score Objectives, reposition
fighters, and force opponents into inefficient attack patterns. When durability
is isolated as a single variable, the combination of fighter count and total Health
creates a game breaking advantage that pushes the warband beyond normal
expectations.
This does not
mean other factors do not matter. Weapon profiles, faction abilities, and
warscroll rules all influence overall power level. However, when durability is
isolated, Zarbag’s Gitz clearly stand out as an extreme example of
survivability.
With this
established, we can now examine how Saves further influence durability.
How do Save impact
Durability?
So far, we have
assumed all attacks succeed. To examine how failed attacks affect durability,
we need to consider that most weapon profiles use either two Hammers or three
Swords. For this stage of the analysis, we assume each attack generates only one
successful hit.
Updated
Assumptions
- Attacks always deal 2 damage
- Attacks contain only one successful hit
- Crits only count as successes, nothing more
- No weapon abilities are considered
- No warscroll rules are included
- All durability calculations are based on uninspired profiles
All fighters in
Warhammer Underworlds have a Save characteristic. If a fighter rolls an equal
or greater number of successful saves than the attacker’s hits, the attack
fails.
Saves,
therefore, increase the number of attack activations required to kill an
individual fighter.
Shield saves succeed on 3 faces of a die → 50% chance to cancel an attack
Dodge saves succeed on 2 faces of a die → approximately 33% chance
Multiple save dice increase the probability of cancelling attacks
Each save is
applied per fighter rather than averaged across the warband. Even a single save
increases the number of activations required to remove a fighter. As a result,
most warbands are likely to have at least one fighter remaining on the
battlefield by the third round.
Calculating
Save-Adjusted Durability
To calculate
Save-Adjusted Durability:
- Determine each fighter’s base durability
- Adjust each fighter’s durability based on saves
- Sum the results across all fighters
This produces
the Save-Adjusted Durability, the average number of attack activations required
to remove a warband under the revised assumptions.
![]() |
| Table 2: Save-Adjusted Durability verses 1-hit attacks |
As each attack
is assumed to contain exactly one hit, every fighter has a chance to stop each
attack. This increases Save-Adjusted Durability to over twelve activations for
most warbands, meaning some fighters can theoretically survive to the end of
Round three, and therefore, the end of the game.
Across a game,
four failed attacks, either through missed hits or successful saves, should be
sufficient to ensure at least one fighter from a warband survives to the end of
the game.
Some warbands
clearly survive longer than others. Larger warbands such as the Thorns of the Briar Queen and Zarbag’s Gitz benefit significantly, as do warbands with access
to multiple save dice such as the Sons of Velmourn and Borgit’s Beastgrabbaz.
![]() |
| My Sons of Velmourn |
You're not as
tough as you look!
On paper, elite
fighters with high Health look extremely durable. A 5-Health fighter needs
multiple successful attacks to remove, which makes them look stable and
reliable from a raw numbers perspective. However, if those fighters have single
dice saves, they can lose Health very quickly once attacks start landing.
Elite warbands
tend to concentrate a large portion of their total durability into just a few
fighters. When one of those fighters fails a key save roll and is removed, the
warband can suddenly lose a huge chunk of its staying power. That often creates
the feeling that elite warbands are solid and in control right up until the
moment they suddenly collapse.
In practice,
elite durability is often concentrated into a small number of high-value
models. Keeping those models alive is critical, because each loss represents a
significant drop in the warband’s ability to control space and score Objectives.
They just keep coming!
At the other
end of the scale, low-Health fighters with two save dice can end up being far
more durable than they first appear. Individually, these fighters look fragile
and easy to remove. However, every failed attack forces the opponent to spend
another activation trying to achieve the same small result.
One failed
attack might not feel like much, but when that happens multiple fighters, those
extra activations add up very quickly. The opponent may still be removing
fighters, but they are doing it less efficiently.
This is one of
the main reasons swarm warbands often feel stubbornly resilient. Their
durability does not come from soaking damage efficiently. Instead, it comes
from forcing the opponent to keep trying and each failed attempt cost you
another activation, the chance to score Objectives and gain Bounty.
You can think
of this as distributed durability. Instead of placing all the warband’s
survivability into one or two tough fighters, it spreads that durability across
multiple smaller bodies.
I'm da'
biggest, so, I'm da BEST
Another
interesting pattern is that mixed defensive profiles within a warband do not
simply spread out the durability. Instead, durability tends to cluster around
specific fighters, often the leader.
Fighters with
stronger saves and higher Health often absorb a disproportionate number of
attack activations. They effectively become durability anchors, drawing
attention and extending the warband’s presence on the battlefield. Meanwhile,
fighters with weaker saves or lower Health usually fall quickly and contribute
less to long-term survivability.
This uneven durability distribution creates some interesting tactical decisions. Opponents will often remove easier targets first, reducing fighter count but not necessarily reducing the warband’s overall durability in a meaningful way. On the other hand, removing durability anchors early can dramatically shorten a warband’s lifespan. For example, focusing attacks on Mollog, rather than collecting Bounty from the Squigs may be the trick to reducing the effectiveness of the Troggoth’s warband especially later in the game.
This helps
explain why some warbands can feel inconsistent. Their durability is not evenly
spread, it depends heavily on how long certain key fighters remain alive.
![]() |
| My Mollog and his mob |
Quantity has
its own Quality
Another clear
pattern is that saves become more powerful as fighter count increases. Every
fighter with a save characteristic introduces another opportunity for attacks
to fail. As the number of fighters increases, so does the total number of
chances for those failures to occur.
This scaling
effect is especially noticeable in swarm warbands. A single Dodge die on one
fighter may not seem particularly impressive, but when that same defensive
profile appears across multiple fighters, the cumulative effect becomes
significant.
This is part of
what pushes warbands like the Thorns of the Briar Queen or Zarbag’s Gitz beyond
expected durability levels. Their resilience is not just about total Health. It
is about repeatedly forcing opponents to spend activations removing individual
fighters who each have a chance to simply refuse to die.
More is better
(Basic Orruk logic)
Saves do not
just increase durability. They also increase variance, and variance brings
unpredictability with it.
The simplest
way to understand this is to think about how reliable it is to roll a
particular result. Rolling one die gives you a certain chance of success, but
it is very swingy. Sometimes you hit the result you need, sometimes you do not.
When you roll two dice, your chances of getting at least one successful result
become more reliable.
In other
words, more dice are more reliable, while fewer dice make outcomes
more unreliable.
Durability Is
Really About Time
Perhaps the
biggest takeaway from Save-Adjusted Durability is that survivability in
Warhammer Underworlds is not really about Health totals. It is about time.
Every failed
attack represents an activation that could have been spent scoring Objectives,
repositioning fighters, or applying pressure elsewhere. Warbands that force
additional attack attempts are effectively converting defence into tempo
advantage. Even when fighters eventually fall, the extra time they spend alive
can create scoring opportunities or force opponents into inefficient decisions.
This reinforces
the idea that durability in Underworlds is best understood as an activation
economy mechanic, not just a defensive stat line.
What Happens
Against Two Successful Hits?
Up to this
point, our assumptions have included attacks generating a single successful
hit. We now modify this assumption to examine attacks that generate two
successful hits.
Updated
Assumptions
- Attacks always deal 2 damage
- Attacks contain only two successful hit
- Crits only count as successes, nothing more
- No weapon abilities are considered
- No warscroll rules are included
- All durability calculations are based on uninspired profiles
The following table shows how durability changes when each attack produces two successful hits:
![]() |
| Table 3: Save-Adjusted Durability verses 2-hit attacks. |
Explaining the
Maths Behind the Table
Take the Thorns
of the Briar Queen as an example. This warband contains five fighters with 2
Health and two Dodge dice, and two fighters with 3 Health and two Dodge dice.
To remove them:
A 2-damage attack must land 1 hit on a 2-Health fighter
A 2-damage attack must land 2 hits on a 3-Health fighter
Each 1-hit
attack has roughly a 55% chance of being cancelled by two Dodge dice. This
means it takes more attacks than the base number to deal the required hits.
Without
adjustment:
2-Health fighters require approximately 2.25 attacks
3-Health fighters require approximately 4.5 attacks
To keep results
readable, these values are capped at twice the base hits. This results in:
2 attacks per 2-Health fighter
4 attacks per 3-Health fighter
Multiplying by
fighter count produces a Save-Adjusted Durability of 15 attacks against 1-hit
attacks, compared to a base durability of 9.
Against 2-hit
attacks, it is far less likely that a 2 Dodge Save will stop the attack (11%
chance). This reduces Save-Adjusted Durability closer to base durability —
in this case, ~10.
![]() |
| My (New) Thorns |
Analysis of
Two-Hit Attacks
As expected,
Save-Adjusted Durability decreases for all warbands when facing multi-hit
attacks. In many cases, durability approaches base durability.
When an attack
generates two hits, single save dice effectively stop contributing to
save-adjusted durability because they cannot roll enough successes to cancel
the attack. Underworlds saves are all-or-nothing; the defender must roll at
least as many successful saves as the attacker rolls hits. A single Shield or
Dodge die can only ever generate one successful save, so against a two-hit
attack the result is predetermined: the attack will always deal damage. So,
fighters relying on a single save die gain no durability benefit when facing
consistent multi-hit attacks. Their survival once again depends entirely on
their Health characteristic, which is why save-adjusted durability often drops
back to base durability in these situations. Only fighters with multiple save
dice retain any defensive benefit against two-hit attacks, as they at least
have a chance, however small, of rolling enough successes to cancel the attack
completely.
Not All Saves
Are Created Equal
Skittershank’s
Clawpack contains several fighters with two Dodge dice, yet their Save-Adjusted
Durability against two-hit attacks barely increases. This is because the
probability of two Dodge dice cancelling two hits is low (approximately 11%).
While saves still provide defensive value, they rarely increase the expected
number of attacks required to remove a fighter.
Sons of
Velmourn provide another example. Their 2-Health fighters are removed so
quickly that even two Shield dice offer limited benefit. Two-hit attacks
usually remove them regardless of saves.
Emberwatch demonstrates the opposite scenario. Their 5-Health fighters already require multiple hits to remove. If two fighters inspire and gain two Shield dice, each two-hit attack now has a 25% chance of being completely blocked. This increases the opponent’s activation cost, stretching removal from three attacks closer to four on average. The uninspired fighter still falls in three attacks.
The key point
is simple: additional save dice only increase durability for fighters already
capable of surviving multiple hits. Strong saves on low-Health fighters
provides limited defensive value.
Immovable
Versus Ineffectual
Two Dodge saves
create a fascinating dynamic. Against single-hit attacks, two Dodge dice are
extremely powerful. The chance of cancelling an attack is significant, forcing
opponents to spend additional activations simply to make progress.
This effect
becomes particularly pronounced in swarm warbands such as the Thorns of theBriar Queen. Fragile fighters with strong saves can survive far longer than
their Health would suggest.
However, this
resilience collapses against multi-hit attacks. When two hits are generated,
two Dodge dice are far less likely to cancel the attack completely. Fighters
that previously felt immovable can suddenly fall very quickly.
This volatility
gives the Thorns their unique character. They can absorb numerous attack
activations in one round and appear nearly unkillable, only to collapse rapidly
in the next. I loved my Mournflight in first edition for exactly this reason.
The tension of fragile models that could stubbornly refuse to die one moment
and vanish the next made every game unpredictable and exciting.
The contrast
between single-hit and multi-hit attack reliability explains this behaviour
perfectly and captures the ethereal nature of these fighters.
When Do Elite
Fighters Gain the Edge?
Elite fighters
tend to gain the advantage when attacks become reliable enough to generate
multiple hits. Once attacks regularly produce two hits, the defensive value of
single save dice drops significantly. At this point, durability becomes less
about how often attacks fail and more about how many successful hits a fighter
can absorb.
This is where
higher Health profiles begin to outperform swarm fighters. A 5-Health fighter
still requires three successful attacks to remove, regardless of attack
accuracy, while a 2-Health fighter continues to fall to a single successful
attack.
As attack
reliability increases, the activation tax imposed by swarm warbands decreases.
The inherent toughness of elite fighters becomes more visible. Multi-hit
attacks flatten defensive variance. Swarms rely on forcing attacks to fail,
while elites rely on surviving attacks that succeed. When accuracy increases,
surviving successful attacks becomes the more valuable defensive trait.
![]() |
| My Krushas |
I'm Staggered
Fighters with a
Stagger token can be hit more easily by opposing fighters. In game terms,
fighters attacking a Staggered opponent gain a reroll on their attack dice. In
practice, this often converts single successful hits into multiple hits.
As discussed
earlier, this has important strategic repercussions.
Elite fighters,
which rely on surviving multiple hits with their large Health pool, can often
afford to become Staggered. Their survivability is less dependent on opponents
failing to hit and more about ‘Tanking’ the damage
Low-Health
fighters, especially, with two Dodge saves, however, cannot afford to suffer
these multiple hits. Their durability relies heavily on attacks failing rather
than absorbing incoming damage. Once Stagger improves the reliability of
successful hits, their survivability drops dramatically.
What does it
all mean?
When you strip
durability back to its simplest form, most warbands in Warhammer Underworlds
are far closer together than players often assume. Base durability shows that
the majority of warbands require somewhere around eight or nine successful
2-damage attacks to remove from the battlefield. This suggests a fairly
deliberate piece of game design, i.e. the average 16 Health cap. Warbands may
feel wildly different in play, but structurally they are often built around a
similar expectation of how long they should survive. The major outlier remains
swarm warbands, most notably Zarbag’s Gitz, whose durability is driven less by
individual toughness and more by forcing opponents to spend activation after
activation simply clearing bodies from the board.
Once saves are
introduced, however, things become far less even. When attacks only generate a
single successful hit, saves begin to dominate durability. Fighters with
multiple save dice can cause a huge number of attacks to simply achieve
nothing, and when that effect is multiplied across five, seven, or even nine
fighters, durability can increase dramatically. This is where swarm warbands
and 2-dodge fighters start to feel almost immovable. They are not necessarily
harder to kill because they have more Health, but because your opponent is
constantly being forced to spend activations that fail to convert into damage.
In a game where both players are working with a limited pool of activations,
that inefficiency can be devastating when trying to score Objectives and
Upgrade fighters.
Multi-hit
attacks change the picture again. As soon as attacks reliably generate two or
more hits, single-dice saves lose their defensive value. Many fighters
effectively fall back toward their base durability because they simply cannot
roll enough saves to cause the attack to fail. Only fighters with multiple save
dice retain a meaningful defensive advantage, and even then the effect is far
more modest. Multi-hit attacks therefore act as a leveller, compressing
durability back toward the intended baseline and reducing the natural advantage
enjoyed by swarm and high-save warbands.
What this means
when choosing a warband is that durability is not just about how hard your
fighters are to kill, but about how your warband interacts with the wider
offensive environment of the game. Swarm warbands and high-save fighters thrive
in the early game when single-hit attacks or inconsistent offensive output is
more prevalent, as they can dramatically stretch an opponent’s activation
economy. Elite warbands with higher Health but fewer defensive dice tend to
perform more consistently and generally perform better into the later game when
raw toughness matters as damage is put onto fighters.
Durability,
therefore, is not a single number that determines how strong a warband is.
Instead, it represents how much time your warband can realistically buy you on
the battlefield. More durable warbands give you greater breathing room to score
Objectives, position fighters, and control tempo. Less durable warbands often
need to score faster, apply pressure earlier, or rely on disruption and
positioning to avoid being ground down. Understanding where your warband sits
on this durability spectrum is often just as important as understanding how
hard it can hit, because in Underworlds, surviving long enough to execute your
game plan is frequently the difference between scoring glory and handing it to
your opponent.
From here, the
next layer of complexity comes from weapon abilities and attack
characteristics, along with Warscroll abilities, which can dramatically skew
these durability relationships and, in some cases, allow specific warbands to
punch far above what their raw profiles would suggest.
I’d love to
hear what you think. Does this match your experience on the table, or does your
favourite warband surprise you? What do you think should be my next topic
of analysis?














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