Strength · Anti-infantry
Exceptional against line infantry — top 1% of lists
Top 1% · 7.96 per 100 pts · mostly Heavy Intercessor Squad (19%)
200 ptsAnti-infantry sits in the top 1%, spread across the list; mobility is in the bottom 3%.
«the top 1%» means above roughly 100% 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 1% of lists
Top 1% · 7.96 per 100 pts · mostly Heavy Intercessor Squad (19%)
200 ptsStrength · Anti-horde
Exceptional against massed infantry — top 3% of lists
Top 3% · 9.24 per 100 pts · mostly Heavy Intercessor Squad (28%)
200 ptsStrength · Anti-elite
Exceptional against elite infantry — top 5% of lists
Top 5% · 3.64 per 100 pts · mostly Redemptor Dreadnought (26%)
205 ptsGap · Mobility
Slow to reposition
Bottom 3% · 0.41 per 100 pts · best available: Redemptor Dreadnought (21%)
205 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.
6 scoring bodies, 44 OC on the table at deployment.
No Deep Strike, 0% of the points off the table turn 1.
Average T5.3, 3.2 W per model and 2 units with an invulnerable save.
92weighted percentile
What carries it
Plan around
Anti-infantry 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 4 conditional ones it did not fold into the numbers.
Army
Detachment
Enhancement
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
7Good6Possible5Difficult
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.