Strength · Anti-infantry
Exceptional against line infantry — top 4% of lists
Top 4% · 6.48 per 100 pts · mostly Victrix Honour Guard (22%)
145 ptsAnti-infantry sits in the top 4%, spread across the list; mobility and resilience are in the bottom 9%.
«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 · Anti-infantry
Exceptional against line infantry — top 4% of lists
Top 4% · 6.48 per 100 pts · mostly Victrix Honour Guard (22%)
145 ptsStrength · Anti-horde
Exceptional against massed infantry — top 4% of lists
Top 4% · 8.77 per 100 pts · mostly Intercessor Squad (28%)
170 ptsStrength · Anti-elite
Strong against elite infantry
Top 23% · 2.74 per 100 pts · mostly Terminator Squad (23%)
190 ptsGap · Mobility
Slow to reposition
Bottom 5% · 0.46 per 100 pts · best available: Marneus Calgar (19%)
180 ptsGap · Resilience
Fragile for its points
Bottom 9% · 1.69 per 100 pts · best available: Terminator Squad (25%)
190 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, 42 OC on the table at deployment.
Deep Strike on 2 units, 14% of the points off the table turn 1.
Average T5.4, 2.7 W per model and 3 units with an invulnerable save.
74weighted 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 1 conditional one 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
7Good3Possible8Difficult
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.