Strength · Anti-infantry
Exceptional against line infantry — top 1% of lists
Top 1% · 7.20 per 100 pts · mostly Stompa (15%)
600 ptsAnti-infantry sits in the top 1%, spread across the list; reach is in the bottom third.
«the top 1%» means above roughly 100% of sampled reference list shapes for that capability — a comparison, never win odds.
Some units were skipped: Wurrboy (unit-not-found).
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% · 7.20 per 100 pts · mostly Stompa (15%)
600 ptsStrength · Anti-elite
Exceptional against elite infantry — top 1% of lists
Top 1% · 4.44 per 100 pts · mostly Stompa (16%)
600 ptsStrength · Objective control
Holds objectives comfortably
Top 2% · 10 per 100 pts · mostly Beast Snagga Boyz (19%)
170 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 22% · 0.61 per 100 pts · best available: Kill Rig (12%)
145 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.
11 scoring bodies, 214 OC on the table at deployment.
No Deep Strike, 0% of the points off the table turn 1.
Average T5.1, 2.3 W per model and 15 units with an invulnerable save.
90weighted 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
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
9Good4Possible5Difficult
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.