Strength · Anti-horde
Exceptional against massed infantry — top 1% of lists
Top 1% · 11 per 100 pts · mostly Infernus Squad (17%)
180 ptsAnti-horde sits in the top 1%, spread across the list; mobility and reach are in the bottom 12%.
«the top 1%» means above roughly 100% 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-horde
Exceptional against massed infantry — top 1% of lists
Top 1% · 11 per 100 pts · mostly Infernus Squad (17%)
180 ptsStrength · Anti-infantry
Exceptional against line infantry — top 3% of lists
Top 3% · 6.69 per 100 pts · mostly Infernus Squad (12%)
180 ptsStrength · Anti-elite
Exceptional against elite infantry — top 8% of lists
Top 8% · 3.32 per 100 pts · mostly Redemptor Dreadnought (13%)
205 ptsGap · Mobility
Slow to reposition
Bottom 9% · 0.54 per 100 pts · best available: Rhino (12%)
65 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 12% · 0.53 per 100 pts · best available: Redemptor Dreadnought (11%)
205 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.
9 scoring bodies, 77 OC on the table at deployment.
Deep Strike on 2 units, 9% of the points off the table turn 1.
Average T4.4, 3.1 W per model and 7 units with an invulnerable save.
82weighted 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 8 conditional ones it did not fold into the numbers.
Army
Detachment
Enhancement
Leader
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
8Good2Possible8Difficult
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.