Strength · Anti-elite
Exceptional against elite infantry — top 2% of lists
Top 2% · 4.51 per 100 pts · mostly Breaka Boyz (15%)
135 ptsAnti-elite sits in the top 2%, spread across the list; resilience and mobility are in the bottom 6%.
«the top 2%» means above roughly 98% 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-elite
Exceptional against elite infantry — top 2% of lists
Top 2% · 4.51 per 100 pts · mostly Breaka Boyz (15%)
135 ptsStrength · Anti-infantry
Exceptional against line infantry — top 2% of lists
Top 2% · 6.90 per 100 pts · mostly Flash Gitz (16%)
240 ptsStrength · Anti-armour
Exceptional against heavy armour — top 6% of lists
Top 6% · 3.98 per 100 pts · mostly Breaka Boyz (14%)
135 ptsGap · Resilience
Fragile for its points
Bottom 5% · 1.34 per 100 pts · best available: Flash Gitz (15%)
240 ptsGap · Mobility
Slow to reposition
Bottom 6% · 0.47 per 100 pts · best available: Trukk (11%)
60 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.
8 scoring bodies, 57 OC on the table at deployment.
No Deep Strike, 0% of the points off the table turn 1.
Average T5.2, 3.3 W per model and 4 units with an invulnerable save.
83weighted percentile
What carries it
Plan around
Anti-infantry is the clearest answer here; Reach is the pressure point to plan around.
The army, detachment, enhancement and leader rules the maths read — including 9 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
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.