Strength · Mobility
Fast across the board
Top 11% · 0.82 per 100 pts · mostly The Twin Lance (15%)
240 ptsMobility sits in the top 11%, spread across the list; resilience is in the bottom 12%.
«the top 11%» means above roughly 89% 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 11% · 0.82 per 100 pts · mostly The Twin Lance (15%)
240 ptsStrength · Anti-horde
Exceptional against massed infantry — top 12% of lists
Top 12% · 6.47 per 100 pts · mostly Breacher Team (25%)
80 ptsStrength · Objective control
Holds objectives comfortably
Top 13% · 5.46 per 100 pts · mostly Breacher Team (38%)
80 ptsGap · Resilience
Fragile for its points
Bottom 12% · 1.73 per 100 pts · best available: The Twin Lance (26%)
240 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.
7 scoring bodies, 52 OC on the table at deployment.
Deep Strike on 3 units, 0% of the points off the table turn 1.
Average T3.8, 2.6 W per model and 2 units with an invulnerable save.
75weighted 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 4 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
16Good1Possible1Difficult
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.