Strength · Anti-horde
Exceptional against massed infantry — top 3% of lists
Top 3% · 9.62 per 100 pts · mostly Boyz (33%)
160 ptsAnti-horde sits in the top 3%, spread across the list; mobility and reach are in the bottom 11%.
«the top 3%» means above roughly 97% 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 3% of lists
Top 3% · 9.62 per 100 pts · mostly Boyz (33%)
160 ptsStrength · Objective control
Holds objectives comfortably
Top 4% · 9.85 per 100 pts · mostly Boyz (40%)
160 ptsStrength · Anti-infantry
Exceptional against line infantry — top 5% of lists
Top 5% · 6.12 per 100 pts · mostly Boyz (22%)
160 ptsGap · Mobility
Slow to reposition
Bottom 8% · 0.53 per 100 pts · best available: Mozrog Skragbad (15%)
125 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 11% · 0.52 per 100 pts · best available: Mek Gunz (16%)
45 ptsGap · Resilience
Fragile for its points
Below average · 1.83 per 100 pts · best available: Mozrog Skragbad (20%)
125 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.
5 scoring bodies, 99 OC on the table at deployment.
No Deep Strike, 0% of the points off the table turn 1.
Average T4.6, 1.8 W per model and 4 units with an invulnerable save.
86weighted 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
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
8Good2Possible8Difficult
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.