Strength · Anti-horde
Exceptional against massed infantry — top 1% of lists
Top 1% · 12 per 100 pts · mostly Infernus Squad (73%)
180 ptsAnti-horde sits in the top 1%, carried almost entirely by the Infernus Squad; mobility and reach are in the bottom third.
«the top 1%» means above roughly 100% of sampled reference list shapes for that capability — a comparison, never win odds.
This roster has fewer than five units. Percentile comparisons and the radar are hidden because the sample is too small for a useful shape.
Open a row to see the units behind it.
Strength · Anti-horde
Exceptional against massed infantry — top 1% of lists
Top 1% · 12 per 100 pts · mostly Infernus Squad (73%)
180 ptsStrength · Anti-infantry
Exceptional against line infantry — top 1% of lists
Top 1% · 7.24 per 100 pts · mostly Infernus Squad (54%)
180 ptsStrength · Anti-elite
Exceptional against elite infantry — top 2% of lists
Top 2% · 3.97 per 100 pts · mostly Brutalis Dreadnought (50%)
150 ptsGap · Mobility
Slow to reposition
Bottom 7% · 0.50 per 100 pts · best available: Brutalis Dreadnought (40%)
150 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 21% · 0.60 per 100 pts · best available: Brutalis Dreadnought (45%)
150 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.
3 scoring bodies, 15 OC on the table at deployment.
Deep Strike on 1 unit, 0% of the points off the table turn 1.
Average T4.6, 3.2 W per model and 1 unit with an invulnerable save.
Single point of failure: the Infernus Squad carries 73% of this list's anti-horde answer, across 3 contributing units.
84weighted 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 3 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
The higher the share, the more the answer dies with that one unit.
Special tools
Leader groups
3Good2Possible13Difficult
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.