Strength · Objective control
Holds objectives comfortably
Top 1% · 12 per 100 pts · mostly Cadian Shock Troops (40%)
145 ptsObjective control sits in the top 1%, led by the Cadian Shock Troops; mobility and anti-armour are in the bottom third.
«the top 1%» means above roughly 99% 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 · Objective control
Holds objectives comfortably
Top 1% · 12 per 100 pts · mostly Cadian Shock Troops (40%)
145 ptsStrength · Anti-horde
Exceptional against massed infantry — top 9% of lists
Top 9% · 7.21 per 100 pts · mostly Cadian Shock Troops (16%)
145 ptsStrength · Reach
Long reach across the board
Above average · 0.81 per 100 pts · mostly Basilisk (13%)
115 ptsGap · Mobility
Slow to reposition
Bottom 10% · 0.56 per 100 pts · best available: Basilisk (14%)
115 ptsGap · Anti-armour
Thin answer to heavy armour
Below average · 1.62 per 100 pts · best available: Leman Russ Exterminator (21%)
180 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.
9 scoring bodies, 100 OC on the table at deployment.
No Deep Strike, 0% of the points off the table turn 1.
Average T3.5, 2.1 W per model and 2 units with an invulnerable save.
59weighted percentile
What carries it
Plan around
Anti-horde is the clearest answer here; Anti-armour 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
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
6Good8Possible4Difficult
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.