Strength · Anti-infantry
Exceptional against line infantry — top 2% of lists
Top 2% · 6.48 per 100 pts · mostly Sanguinary Guard (41%)
275 ptsAnti-infantry sits in the top 2%, led by the Sanguinary Guard; objective control and reach are in the bottom 14%.
«the top 2%» means above roughly 98% of sampled reference list shapes for that capability — a comparison, never win odds.
This roster has fewer than five units. Percentile comparisons and the radar are hidden because the sample is too small for a useful shape.
Open a row to see the units behind it.
Strength · Anti-infantry
Exceptional against line infantry — top 2% of lists
Top 2% · 6.48 per 100 pts · mostly Sanguinary Guard (41%)
275 ptsStrength · Mobility
Fast across the board
Top 4% · 0.92 per 100 pts · mostly Death Company Marines with Jump Packs (28%)
260 ptsStrength · Anti-elite
Exceptional against elite infantry — top 7% of lists
Top 7% · 3.37 per 100 pts · mostly Death Company Marines with Jump Packs (34%)
260 ptsGap · Objective control
Few bodies to hold objectives
Bottom 13% · 2.20 per 100 pts · best available: Death Company Marines with Jump Packs (48%)
260 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 14% · 0.54 per 100 pts · best available: Death Company Dreadnought (37%)
165 ptsGap · Resilience
Fragile for its points
Bottom 17% · 1.79 per 100 pts · best available: Death Company Dreadnought (43%)
165 ptsEstimates from weapon profiles alone — terrain, mission scoring, stratagems and target priority are not modelled.
Answers 4 of the four target archetypes at or above average.
3 scoring bodies, 5 OC on the table at deployment.
Deep Strike on 3 units, 66% of the points off the table turn 1.
Average T4.3, 3.0 W per model and 2 units with an invulnerable save.
76weighted percentile
What carries it
Plan around
Anti-infantry 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
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.
More than 40% of the list starts off the table.
Who carries each answer
The higher the share, the more the answer dies with that one unit.
Special tools
Leader groups
3Good8Possible7Difficult
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.