Strength · Anti-infantry
Exceptional against line infantry — top 9% of lists
Top 9% · 5.11 per 100 pts · mostly Lokhust Destroyers (13%)
175 ptsAnti-infantry sits in the top 9%, spread across the list; mobility and resilience are in the bottom third.
«the top 9%» means above roughly 91% 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 9% of lists
Top 9% · 5.11 per 100 pts · mostly Lokhust Destroyers (13%)
175 ptsStrength · Objective control
Holds objectives comfortably
Top 9% · 6.21 per 100 pts · mostly Immortals (19%)
140 ptsStrength · Anti-horde
Exceptional against massed infantry — top 10% of lists
Top 10% · 6.86 per 100 pts · mostly Flayed Ones (15%)
100 ptsGap · Mobility
Slow to reposition
Bottom 12% · 0.57 per 100 pts · best available: Doomsday Ark (10%)
210 ptsGap · Resilience
Fragile for its points
Below average · 1.82 per 100 pts · best available: Illuminor Szeras (15%)
175 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.
10 scoring bodies, 103 OC on the table at deployment.
No Deep Strike, 0% of the points off the table turn 1.
Average T5.1, 2.5 W per model and 7 units with an invulnerable save.
82weighted 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 13 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
8Good5Possible5Difficult
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.