Strength · Reach
Long reach across the board
Top 4% · 0.95 per 100 pts · mostly Knight Paladin (18%)
405 ptsReach sits in the top 4%, spread across the list; anti-horde and objective control are in the bottom third.
«the top 4%» means above roughly 96% 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 · Reach
Long reach across the board
Top 4% · 0.95 per 100 pts · mostly Knight Paladin (18%)
405 ptsStrength · Anti-armour
Strong against heavy armour
Above average · 2.71 per 100 pts · mostly Knight Castellan (33%)
450 ptsStrength · Mobility
Fast across the board
Above average · 0.77 per 100 pts · mostly Cerastus Knight Atrapos (19%)
405 ptsGap · Anti-horde
Thin answer to massed infantry
Below average · 4.19 per 100 pts · best available: Knight Crusader (29%)
410 ptsGap · Objective control
Few bodies to hold objectives
Below average · 2.65 per 100 pts · best available: Knight Paladin (19%)
405 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, 52 OC on the table at deployment.
No Deep Strike, 0% of the points off the table turn 1.
Average T10.5, 22.7 W per model and 6 units with an invulnerable save.
54weighted 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 3 conditional ones it did not fold into the numbers.
Army
Detachment
Enhancement
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
7Good7Possible4Difficult
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.