Strength · Anti-infantry
Exceptional against line infantry — top 11% of lists
Top 11% · 5.08 per 100 pts · mostly Brotherhood Terminator Squad (23%)
300 ptsAnti-infantry sits in the top 11%, spread across the list; reach and mobility are in the bottom third.
«the top 11%» means above roughly 89% 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 11% of lists
Top 11% · 5.08 per 100 pts · mostly Brotherhood Terminator Squad (23%)
300 ptsStrength · Anti-elite
Strong against elite infantry
Top 21% · 2.79 per 100 pts · mostly Brotherhood Terminator Squad (19%)
300 ptsStrength · Anti-horde
Strong against massed infantry
Top 24% · 6.03 per 100 pts · mostly Brotherhood Terminator Squad (23%)
300 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 12% · 0.53 per 100 pts · best available: Land Raider (14%)
220 ptsGap · Mobility
Slow to reposition
Bottom 26% · 0.64 per 100 pts · best available: Land Raider (11%)
220 ptsEstimates from weapon profiles alone — terrain, mission scoring, stratagems and target priority are not modelled.
Answers 3 of the four target archetypes at or above average.
12 scoring bodies, 51 OC on the table at deployment.
Deep Strike on 11 units, 0% of the points off the table turn 1.
Average T6.1, 4.5 W per model and 9 units with an invulnerable save.
61weighted 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 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
No single unit owns an offensive answer — losing any one of them leaves the list functional.
Special tools
Leader groups
3Good9Possible6Difficult
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.