Strength · Objective control
Holds objectives comfortably
Top 3% · 10 per 100 pts · mostly Necron Warriors (38%)
85 ptsObjective control sits in the top 3%, led by the Necron Warriors; mobility and resilience are in the bottom third.
«the top 3%» means above roughly 97% 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 3% · 10 per 100 pts · mostly Necron Warriors (38%)
85 ptsStrength · Anti-horde
Exceptional against massed infantry — top 14% of lists
Top 14% · 6.50 per 100 pts · mostly Necron Warriors (26%)
85 ptsStrength · Anti-infantry
Exceptional against line infantry — top 14% of lists
Top 14% · 4.92 per 100 pts · mostly Catacomb Command Barge (28%)
120 ptsGap · Mobility
Slow to reposition
Bottom 17% · 0.61 per 100 pts · best available: Ophydian Destroyers (31%)
80 ptsGap · Resilience
Fragile for its points
Bottom 22% · 1.88 per 100 pts · best available: Canoptek Doomstalker (36%)
130 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.
5 scoring bodies, 53 OC on the table at deployment.
Deep Strike on 1 unit, 0% of the points off the table turn 1.
Average T4.4, 2.0 W per model and 2 units with an invulnerable save.
69weighted 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 2 conditional ones it did not fold into the numbers.
Army
Detachment
Warlord
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
4Good6Possible8Difficult
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.