Strength · Anti-horde
Exceptional against massed infantry — top 5% of lists
Top 5% · 8.43 per 100 pts · mostly Corsair Voidscarred (17%)
140 ptsAnti-horde sits in the top 5%, spread across the list; resilience and reach are in the bottom third.
«the top 5%» means above roughly 95% 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-horde
Exceptional against massed infantry — top 5% of lists
Top 5% · 8.43 per 100 pts · mostly Corsair Voidscarred (17%)
140 ptsStrength · Mobility
Fast across the board
Top 8% · 0.87 per 100 pts · mostly Corsair Skyreavers (5%)
75 ptsStrength · Anti-infantry
Exceptional against line infantry — top 9% of lists
Top 9% · 5.07 per 100 pts · mostly Corsair Voidscarred (13%)
140 ptsGap · Resilience
Fragile for its points
Bottom 3% · 1.29 per 100 pts · best available: Wave Serpent (14%)
115 ptsGap · Reach
Short-ranged — has to close the distance
Below average · 0.58 per 100 pts · best available: Falcon (8%)
130 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.
17 scoring bodies, 89 OC on the table at deployment.
Deep Strike on 3 units, 0% of the points off the table turn 1.
Average T3.7, 2.3 W per model and 12 units with an invulnerable save.
78weighted 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.
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
11Good6Possible1Difficult
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.