Strength · Anti-infantry
Exceptional against line infantry — top 3% of lists
Top 3% · 6.59 per 100 pts · mostly Aggressor Squad (12%)
165 ptsAnti-infantry sits in the top 3%, spread across the list; mobility is in the bottom 9%.
«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 · Anti-infantry
Exceptional against line infantry — top 3% of lists
Top 3% · 6.59 per 100 pts · mostly Aggressor Squad (12%)
165 ptsStrength · Anti-horde
Exceptional against massed infantry — top 4% of lists
Top 4% · 9.02 per 100 pts · mostly Aggressor Squad (14%)
165 ptsStrength · Anti-elite
Exceptional against elite infantry — top 7% of lists
Top 7% · 3.35 per 100 pts · mostly Land Raider Redeemer (11%)
250 ptsGap · Mobility
Slow to reposition
Bottom 9% · 0.55 per 100 pts · best available: Land Raider Redeemer (7%)
250 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.
17 scoring bodies, 90 OC on the table at deployment.
Deep Strike on 3 units, 0% of the points off the table turn 1.
Average T5.3, 4.0 W per model and 7 units with an invulnerable save.
85weighted 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.
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
7Good5Possible6Difficult
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.