Strength · Anti-armour
Exceptional against heavy armour — top 9% of lists
Top 9% · 3.21 per 100 pts · mostly Stompa (32%)
700 ptsAnti-armour sits in the top 9%, spread across the list; anti-horde and objective control are in the bottom 10%.
«the top 9%» means above roughly 91% 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-armour
Exceptional against heavy armour — top 9% of lists
Top 9% · 3.21 per 100 pts · mostly Stompa (32%)
700 ptsStrength · Mobility
Fast across the board
Top 11% · 0.82 per 100 pts · mostly Trukk (9%)
60 ptsStrength · Reach
Long reach across the board
Top 29% · 0.80 per 100 pts · mostly Stompa (11%)
700 ptsGap · Anti-horde
Almost no answer to massed infantry — bottom 8% of lists
Bottom 8% · 3.56 per 100 pts · best available: Stompa (25%)
700 ptsGap · Objective control
Few bodies to hold objectives
Bottom 10% · 2.08 per 100 pts · best available: Stompa (21%)
700 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.
7 scoring bodies, 56 OC on the table at deployment.
Deep Strike on 1 unit, 0% of the points off the table turn 1.
Average T9.7, 14.8 W per model and 13 units with an invulnerable save.
49weighted percentile
What carries it
Plan around
Anti-armour is the clearest answer here; Objective control is the pressure point to plan around.
The army, detachment, enhancement and leader rules the maths read — including 4 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
8Good6Possible4Difficult
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.