Strength · Mobility
Fast across the board
Top 4% · 0.91 per 100 pts · mostly Be'lakor (9%)
390 ptsMobility sits in the top 4%, spread across the list; reach is in the bottom 9%.
«the top 4%» means above roughly 96% 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 · Mobility
Fast across the board
Top 4% · 0.91 per 100 pts · mostly Be'lakor (9%)
390 ptsStrength · Anti-armour
Exceptional against heavy armour — top 7% of lists
Top 7% · 3.53 per 100 pts · mostly Knight Desecrator (24%)
355 ptsStrength · Anti-infantry
Exceptional against line infantry — top 8% of lists
Top 8% · 5.42 per 100 pts · mostly Knight Desecrator (15%)
355 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 9% · 0.47 per 100 pts · best available: Knight Desecrator (26%)
355 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.
12 scoring bodies, 48 OC on the table at deployment.
Deep Strike on 11 units, 16% of the points off the table turn 1.
Average T4.4, 3.0 W per model and 12 units with an invulnerable save.
83weighted percentile
What carries it
Plan around
Anti-armour 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
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
10Good7Possible1Difficult
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.