Strength · Anti-infantry
Exceptional against line infantry — top 7% of lists
Top 7% · 5.69 per 100 pts · mostly Obliterators (12%)
160 ptsAnti-infantry sits in the top 7%, spread across the list; resilience and mobility are in the bottom 13%.
«the top 7%» means above roughly 93% 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 7% of lists
Top 7% · 5.69 per 100 pts · mostly Obliterators (12%)
160 ptsStrength · Anti-elite
Exceptional against elite infantry — top 9% of lists
Top 9% · 3.11 per 100 pts · mostly Abaddon the Despoiler (14%)
295 ptsStrength · Anti-horde
Exceptional against massed infantry — top 13% of lists
Top 13% · 6.59 per 100 pts · mostly Legionaries (20%)
170 ptsGap · Resilience
Fragile for its points
Bottom 10% · 1.71 per 100 pts · best available: Chaos Terminator Squad (12%)
175 ptsGap · Mobility
Slow to reposition
Bottom 13% · 0.58 per 100 pts · best available: Heretic Astartes Daemon Prince with wings (14%)
200 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, 61 OC on the table at deployment.
Deep Strike on 4 units, 0% of the points off the table turn 1.
Average T5.1, 3.7 W per model and 9 units with an invulnerable save.
81weighted 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 8 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
7Good4Possible7Difficult
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.