Strength · Mobility
Fast across the board
Top 3% · 0.92 per 100 pts · mostly Angron (10%)
330 ptsMobility sits in the top 3%, spread across the list; reach is in the bottom 6%.
«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 · Mobility
Fast across the board
Top 3% · 0.92 per 100 pts · mostly Angron (10%)
330 ptsStrength · Anti-infantry
Exceptional against line infantry — top 8% of lists
Top 8% · 5.36 per 100 pts · mostly Skarbrand (17%)
315 ptsStrength · Anti-armour
Exceptional against heavy armour — top 9% of lists
Top 9% · 3.19 per 100 pts · mostly Skarbrand (22%)
315 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 6% · 0.38 per 100 pts · best available: Daemon Prince of Khorne (18%)
200 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.
11 scoring bodies, 66 OC on the table at deployment.
Deep Strike on 9 units, 0% of the points off the table turn 1.
Average T5.0, 3.1 W per model and 10 units with an invulnerable save.
76weighted 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 6 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
9Good8Possible1Difficult
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.