Strength · Anti-infantry
Exceptional against line infantry — top 2% of lists
Top 2% · 6.49 per 100 pts · mostly Death Company Marines with Jump Packs (17%)
230 ptsAnti-infantry sits in the top 2%, spread across the list; resilience and reach are in the bottom 13%.
«the top 2%» means above roughly 98% 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 2% of lists
Top 2% · 6.49 per 100 pts · mostly Death Company Marines with Jump Packs (17%)
230 ptsStrength · Anti-horde
Exceptional against massed infantry — top 4% of lists
Top 4% · 8.82 per 100 pts · mostly Assault Intercessors with Jump Packs (13%)
180 ptsStrength · Mobility
Fast across the board
Top 7% · 0.87 per 100 pts · mostly Commander Dante (8%)
125 ptsGap · Resilience
Fragile for its points
Bottom 11% · 1.72 per 100 pts · best available: Sanguinary Guard (12%)
260 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 13% · 0.53 per 100 pts · best available: Gladiator Lancer (11%)
160 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.
15 scoring bodies, 77 OC on the table at deployment.
Deep Strike on 8 units, 0% of the points off the table turn 1.
Average T4.4, 3.0 W per model and 6 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 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
9Good8Possible1Difficult
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.