Strength · Anti-horde
Exceptional against massed infantry — top 5% of lists
Top 5% · 8.33 per 100 pts · mostly Death Company Marines (14%)
160 ptsAnti-horde sits in the top 5%, spread across the list; resilience is in the bottom 10%.
«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% · 8.33 per 100 pts · mostly Death Company Marines (14%)
160 ptsStrength · Anti-infantry
Exceptional against line infantry — top 7% of lists
Top 7% · 5.68 per 100 pts · mostly Death Company Marines with Jump Packs (14%)
230 ptsStrength · Anti-elite
Exceptional against elite infantry — top 13% of lists
Top 13% · 2.92 per 100 pts · mostly Death Company Marines with Jump Packs (15%)
230 ptsGap · Resilience
Fragile for its points
Bottom 10% · 1.67 per 100 pts · best available: Gladiator Lancer (13%)
160 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.
10 scoring bodies, 63 OC on the table at deployment.
Deep Strike on 6 units, 0% of the points off the table turn 1.
Average T4.3, 2.8 W per model and 6 units with an invulnerable save.
79weighted 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 4 conditional ones it did not fold into the numbers.
Army
Detachment
Enhancement
Leader
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
10Good6Possible2Difficult
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.