Strength · Anti-infantry
Exceptional against line infantry — top 1% of lists
Top 1% · 7.02 per 100 pts · mostly Deathwing Knights (25%)
240 ptsAnti-infantry sits in the top 1%, spread across the list; 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.
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% · 7.02 per 100 pts · mostly Deathwing Knights (25%)
240 ptsStrength · Anti-horde
Exceptional against massed infantry — top 5% of lists
Top 5% · 8.56 per 100 pts · mostly Repulsor (21%)
170 ptsStrength · Anti-elite
Exceptional against elite infantry — top 5% of lists
Top 5% · 3.68 per 100 pts · mostly Deathwing Knights (27%)
240 ptsGap · Mobility
Slow to reposition
Bottom 8% · 0.54 per 100 pts · best available: Repulsor (21%)
170 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 23% · 0.61 per 100 pts · best available: Repulsor (22%)
170 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, 33 OC on the table at deployment.
Deep Strike on 1 unit, 0% of the points off the table turn 1.
Average T4.9, 3.9 W per model and 3 units with an invulnerable save.
84weighted 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 2 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
4Good6Possible8Difficult
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.