Strength · Anti-infantry
Exceptional against line infantry — top 1% of lists
Top 1% · 6.67 per 100 pts · mostly Hellblaster Squad (17%)
220 ptsAnti-infantry sits in the top 1%, spread across the list; mobility and reach are in the bottom 14%.
«the top 1%» means above roughly 99% 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 1% of lists
Top 1% · 6.67 per 100 pts · mostly Hellblaster Squad (17%)
220 ptsStrength · Anti-horde
Exceptional against massed infantry — top 7% of lists
Top 7% · 7.79 per 100 pts · mostly Hellblaster Squad (17%)
220 ptsStrength · Anti-elite
Exceptional against elite infantry — top 8% of lists
Top 8% · 3.29 per 100 pts · mostly Deathwing Knights (16%)
240 ptsGap · Mobility
Slow to reposition
Bottom 8% · 0.52 per 100 pts · best available: Lion El'Jonson (11%)
265 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 14% · 0.54 per 100 pts · best available: Ballistus Dreadnought (13%)
150 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, 63 OC on the table at deployment.
Deep Strike on 5 units, 0% of the points off the table turn 1.
Average T4.7, 3.5 W per model and 7 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 4 conditional ones it did not fold into the numbers.
Army
Detachment
Enhancement
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
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.