Strength · Anti-infantry
Exceptional against line infantry — top 7% of lists
Top 7% · 5.65 per 100 pts · mostly Stompa (25%)
700 ptsAnti-infantry sits in the top 7%, spread across the list; resilience is in the bottom 9%.
«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% · 5.65 per 100 pts · mostly Stompa (25%)
700 ptsStrength · Anti-horde
Exceptional against massed infantry — top 8% of lists
Top 8% · 7.62 per 100 pts · mostly Stompa (16%)
700 ptsStrength · Anti-armour
Exceptional against heavy armour — top 8% of lists
Top 8% · 3.40 per 100 pts · mostly Stompa (43%)
700 ptsGap · Resilience
Fragile for its points
Bottom 9% · 1.65 per 100 pts · best available: Stompa (39%)
700 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, 97 OC on the table at deployment.
Deep Strike on 3 units, 8% of the points off the table turn 1.
Average T4.9, 2.5 W per model and 8 units with an invulnerable save.
88weighted 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 6 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
The higher the share, the more the answer dies with that one unit.
Special tools
Leader groups
12Good5Possible1Difficult
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.