Strength · Anti-horde
Strong against massed infantry
Top 17% · 6.22 per 100 pts · mostly Repulsor Executioner (15%)
270 ptsAnti-horde sits in the top third, spread across the list; resilience and mobility are in the bottom third.
«the top third» means above roughly 83% 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
Strong against massed infantry
Top 17% · 6.22 per 100 pts · mostly Repulsor Executioner (15%)
270 ptsStrength · Anti-infantry
Strong against line infantry
Top 18% · 4.68 per 100 pts · mostly Roboute Guilliman (20%)
415 ptsStrength · Reach
Long reach across the board
Top 21% · 0.83 per 100 pts · mostly Repulsor Executioner (10%)
270 ptsGap · Resilience
Fragile for its points
Bottom 13% · 1.74 per 100 pts · best available: Repulsor Executioner (16%)
270 ptsGap · Mobility
Slow to reposition
Bottom 17% · 0.60 per 100 pts · best available: Impulsor (12%)
70 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, 48 OC on the table at deployment.
Deep Strike on 2 units, 0% of the points off the table turn 1.
Average T5.5, 4.0 W per model and 3 units with an invulnerable save.
70weighted percentile
What carries it
Plan around
Anti-horde is the clearest answer here; Objective control is the pressure point to plan around.
The army, detachment, enhancement and leader rules the maths read — including 1 conditional one it did not fold into the numbers.
Army
Detachment
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
2Good13Possible3Difficult
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.