Strength · Anti-armour
Strong against heavy armour
Above average · 2.43 per 100 pts · mostly C'tan Shard of the Nightbringer (34%)
360 ptsAnti-armour sits in the top third, spread across the list; objective control and anti-horde are in the bottom 12%.
«the top third» means above roughly 72% of sampled reference list shapes for that capability — a comparison, never win odds.
The shape, not the verdict. Area is not a score — two lists with the same area can play nothing alike. The bars beside it are the reading that counts, and each spoke is this list's percentile under baseline assumptions.
Open a row to see the units behind it.
Strength · Anti-armour
Strong against heavy armour
Above average · 2.43 per 100 pts · mostly C'tan Shard of the Nightbringer (34%)
360 ptsGap · Objective control
Few bodies to hold objectives
Bottom 8% · 1.67 per 100 pts · best available: C'tan Shard of the Nightbringer (14%)
360 ptsGap · Anti-horde
Almost no answer to massed infantry — bottom 12% of lists
Bottom 12% · 3.96 per 100 pts · best available: C'tan Shard of the Void Dragon (20%)
345 ptsGap · Reach
Short-ranged — has to close the distance
Below average · 0.58 per 100 pts · best available: Overlord (15%)
110 ptsEstimates from weapon profiles alone — terrain, mission scoring, stratagems and target priority are not modelled.
Answers 1 of the four target archetypes at or above average.
9 scoring bodies, 29 OC on the table at deployment.
Deep Strike on 3 units, 0% of the points off the table turn 1.
Average T6.8, 7.2 W per model and 8 units with an invulnerable save.
34weighted percentile
What carries it
Plan around
Anti-armour is the clearest answer here; Objective control is the pressure point to plan around.
The army, detachment, enhancement and leader rules the maths read — including 10 conditional ones it did not fold into the numbers.
Army
Detachment
Warlord
Stratagems these units can trigger
Legal-looking opportunities for these units and phases, not automatic bonuses — board state, CP and the exact trigger still decide.
Who carries each answer
No single unit owns an offensive answer — losing any one of them leaves the list functional.
Special tools
Leader groups
1Good8Possible9Difficult
Good — The list has several independent ways to meet this condition.
Possible — The list can attempt this, but it depends on positioning or a key unit.
Difficult — This condition is hard to support with the current list shape.
Fit is about list shape, not about what you will draw. A «difficult» card is still scorable — it just needs the game to go your way.