Strength · Objective control
Holds objectives comfortably
Top 3% · 9.88 per 100 pts · mostly Termagants (25%)
110 ptsObjective control sits in the top 3%, spread across the list; reach and mobility 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% · 9.88 per 100 pts · mostly Termagants (25%)
110 ptsStrength · Anti-elite
Exceptional against elite infantry — top 8% of lists
Top 8% · 3.25 per 100 pts · mostly Screamer-killer (20%)
125 ptsStrength · Anti-infantry
Exceptional against line infantry — top 9% of lists
Top 9% · 5.14 per 100 pts · mostly Screamer-killer (19%)
125 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 17% · 0.57 per 100 pts · best available: Tyrannofex (12%)
190 ptsGap · Mobility
Slow to reposition
Bottom 24% · 0.62 per 100 pts · best available: Winged Hive Tyrant (12%)
215 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.
13 scoring bodies, 155 OC on the table at deployment.
Deep Strike on 1 unit, 11% of the points off the table turn 1.
Average T4.0, 2.5 W per model and 7 units with an invulnerable save.
84weighted percentile
What carries it
Plan around
Anti-elite is the clearest answer here; Reach is the pressure point to plan around.
The army, detachment, enhancement and leader rules the maths read — including 5 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
9Good4Possible5Difficult
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.