Strength · Objective control
Holds objectives comfortably
Top 9% · 6.43 per 100 pts · mostly Necron Warriors (31%)
80 ptsObjective control sits in the top 9%, spread across the list; anti-armour and resilience 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 · Objective control
Holds objectives comfortably
Top 9% · 6.43 per 100 pts · mostly Necron Warriors (31%)
80 ptsStrength · Anti-horde
Strong against massed infantry
Above average · 5.83 per 100 pts · mostly Lokhust Heavy Destroyers (26%)
160 ptsGap · Anti-armour
Almost no answer to heavy armour — bottom 10% of lists
Bottom 10% · 1.39 per 100 pts · best available: Canoptek Wraiths (26%)
220 ptsGap · Resilience
Fragile for its points
Below average · 1.78 per 100 pts · best available: Canoptek Wraiths (38%)
220 ptsGap · Reach
Short-ranged — has to close the distance
Below average · 0.56 per 100 pts · best available: Canoptek Doomstalker (21%)
140 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.
5 scoring bodies, 65 OC on the table at deployment.
No Deep Strike, 0% of the points off the table turn 1.
Average T4.5, 2.6 W per model and 3 units with an invulnerable save.
35weighted 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 11 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
4Good5Possible9Difficult
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.