Strength · Anti-horde
Exceptional against massed infantry — top 9% of lists
Top 9% · 7.05 per 100 pts · mostly Plague Marines (25%)
125 ptsAnti-horde sits in the top 9%, spread across the list; mobility and reach are in the bottom third.
«the top 9%» means above roughly 91% 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-horde
Exceptional against massed infantry — top 9% of lists
Top 9% · 7.05 per 100 pts · mostly Plague Marines (25%)
125 ptsStrength · Resilience
Hard to shift
Top 14% · 2.54 per 100 pts · mostly Chaos Land Raider (27%)
220 ptsStrength · Anti-infantry
Strong against line infantry
Above average · 4.34 per 100 pts · mostly Plague Marines (20%)
125 ptsGap · Mobility
Slow to reposition
Bottom 14% · 0.58 per 100 pts · best available: Chaos Land Raider (16%)
220 ptsGap · Reach
Short-ranged — has to close the distance
Below average · 0.63 per 100 pts · best available: Plagueburst Crawler (22%)
170 ptsEstimates from weapon profiles alone — terrain, mission scoring, stratagems and target priority are not modelled.
Answers 3 of the four target archetypes at or above average.
6 scoring bodies, 44 OC on the table at deployment.
Deep Strike on 4 units, 0% of the points off the table turn 1.
Average T5.9, 3.9 W per model and 5 units with an invulnerable save.
66weighted percentile
What carries it
Plan around
Anti-horde is the clearest answer here; Reach is the pressure point to plan around.
The army, detachment, enhancement and leader rules the maths read — including 5 conditional ones it did not fold into the numbers.
Army
Detachment
Enhancement
Leader
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
5Good6Possible7Difficult
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.