Strength · Anti-infantry
Strong against line infantry
Above average · 4.77 per 100 pts · mostly Aquilon Custodians (19%)
195 ptsAnti-infantry sits in the top third, spread across the list; mobility and resilience are in the bottom 14%.
«the top third» means above roughly 84% 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
Strong against line infantry
Above average · 4.77 per 100 pts · mostly Aquilon Custodians (19%)
195 ptsStrength · Anti-horde
Strong against massed infantry
Above average · 6.39 per 100 pts · mostly Aquilon Custodians (15%)
195 ptsGap · Mobility
Slow to reposition
Bottom 12% · 0.58 per 100 pts · best available: Vertus Praetors (14%)
145 ptsGap · Resilience
Fragile for its points
Bottom 14% · 1.76 per 100 pts · best available: Aquilon Custodians (10%)
195 ptsGap · Anti-armour
Thin answer to heavy armour
Below average · 1.75 per 100 pts · best available: Aquilon Custodians (19%)
195 ptsEstimates from weapon profiles alone — terrain, mission scoring, stratagems and target priority are not modelled.
Answers 3 of the four target archetypes at or above average.
8 scoring bodies, 57 OC on the table at deployment.
Deep Strike on 9 units, 0% of the points off the table turn 1.
Average T6.6, 4.1 W per model and 12 units with an invulnerable save.
59weighted 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
Enhancement
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
1Good9Possible8Difficult
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.