Strength · Mobility
Fast across the board
Top 6% · 0.89 per 100 pts · mostly Astorath (8%)
90 ptsMobility sits in the top 6%, spread across the list; resilience and reach are in the bottom third.
«the top 6%» means above roughly 94% 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 · Mobility
Fast across the board
Top 6% · 0.89 per 100 pts · mostly Astorath (8%)
90 ptsStrength · Anti-horde
Exceptional against massed infantry — top 9% of lists
Top 9% · 7.19 per 100 pts · mostly Death Company Marines with Jump Packs (16%)
260 ptsStrength · Objective control
Holds objectives comfortably
Top 22% · 4.68 per 100 pts · mostly Voidsmen-at-Arms (16%)
70 ptsGap · Resilience
Fragile for its points
Bottom 7% · 1.58 per 100 pts · best available: Death Company Marines with Jump Packs (13%)
260 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 25% · 0.63 per 100 pts · best available: Vindicare Assassin (12%)
125 ptsEstimates from weapon profiles alone — terrain, mission scoring, stratagems and target priority are not modelled.
Answers 2 of the four target archetypes at or above average.
11 scoring bodies, 74 OC on the table at deployment.
Deep Strike on 9 units, 0% of the points off the table turn 1.
Average T4.6, 2.2 W per model and 5 units with an invulnerable save.
57weighted percentile
What carries it
Plan around
Anti-horde 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
7Good10Possible1Difficult
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.