Strength · Resilience
Hard to shift
Top 10% · 2.63 per 100 pts · mostly C'tan Shard of the Nightbringer (25%)
360 ptsResilience sits in the top 10%, spread across the list; reach and anti-horde are in the bottom third.
«the top 10%» means above roughly 90% 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 · Resilience
Hard to shift
Top 10% · 2.63 per 100 pts · mostly C'tan Shard of the Nightbringer (25%)
360 ptsStrength · Anti-armour
Strong against heavy armour
Above average · 2.45 per 100 pts · mostly C'tan Shard of the Nightbringer (34%)
360 ptsStrength · Anti-elite
Strong against elite infantry
Above average · 2.58 per 100 pts · mostly C'tan Shard of the Deceiver (22%)
330 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 14% · 0.54 per 100 pts · best available: Illuminor Szeras (13%)
175 ptsGap · Anti-horde
Thin answer to massed infantry
Below average · 4.43 per 100 pts · best available: Nekrosor Ammentar (14%)
185 ptsEstimates from weapon profiles alone — terrain, mission scoring, stratagems and target priority are not modelled.
Answers 2 of the four target archetypes at or above average.
9 scoring bodies, 74 OC on the table at deployment.
Deep Strike on 4 units, 0% of the points off the table turn 1.
Average T5.3, 3.8 W per model and 9 units with an invulnerable save.
51weighted percentile
What carries it
Plan around
Anti-elite is the clearest answer here; Reach is the pressure point to plan around.
The army, detachment, enhancement and leader rules the maths read — including 10 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
4Good9Possible5Difficult
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.