Strength · Anti-infantry
Exceptional against line infantry — top 2% of lists
Top 2% · 6.41 per 100 pts · mostly Fuegan (18%)
130 ptsAnti-infantry sits in the top 2%, spread across the list; resilience and reach are in the bottom 9%.
«the top 2%» means above roughly 98% 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 2% of lists
Top 2% · 6.41 per 100 pts · mostly Fuegan (18%)
130 ptsStrength · Anti-horde
Exceptional against massed infantry — top 4% of lists
Top 4% · 8.80 per 100 pts · mostly Dire Avengers (29%)
140 ptsStrength · Anti-elite
Exceptional against elite infantry — top 5% of lists
Top 5% · 3.62 per 100 pts · mostly Asurmen (19%)
135 ptsGap · Resilience
Fragile for its points
Bottom 2% · 1.23 per 100 pts · best available: Wraithblades (35%)
140 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 9% · 0.49 per 100 pts · best available: Maugan Ra (19%)
100 ptsGap · Objective control
Few bodies to hold objectives
Bottom 27% · 2.73 per 100 pts · best available: Dire Avengers (38%)
140 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, 21 OC on the table at deployment.
Deep Strike on 2 units, 11% of the points off the table turn 1.
Average T3.6, 2.2 W per model and 9 units with an invulnerable save.
77weighted 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.
Army
Detachment
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
3Good7Possible8Difficult
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.