Strength · Anti-armour
Exceptional against heavy armour — top 14% of lists
Top 14% · 2.67 per 100 pts · mostly C'tan Shard of the Nightbringer (62%)
360 ptsAnti-armour sits in the top 14%, carried almost entirely by the C'tan Shard of the Nightbringer; reach is in the bottom 10%.
«the top 14%» means above roughly 86% 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 14% of lists
Top 14% · 2.67 per 100 pts · mostly C'tan Shard of the Nightbringer (62%)
360 ptsStrength · Anti-horde
Strong against massed infantry
Above average · 6.33 per 100 pts · mostly Immortals (29%)
140 ptsStrength · Mobility
Fast across the board
Above average · 0.79 per 100 pts · mostly C'tan Shard of the Nightbringer (20%)
360 ptsGap · Reach
Short-ranged — has to close the distance
Bottom 10% · 0.52 per 100 pts · best available: Immortals (20%)
140 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, 44 OC on the table at deployment.
Deep Strike on 3 units, 0% of the points off the table turn 1.
Average T5.1, 3.1 W per model and 2 units with an invulnerable save.
Single point of failure: the C'tan Shard of the Nightbringer carries 62% of this list's anti-armour answer, across 7 contributing units.
66weighted percentile
What carries it
Plan around
Anti-armour is the clearest answer here; Reach is the pressure point to plan around.
The army, detachment, enhancement and leader rules the maths read — including 13 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
The higher the share, the more the answer dies with that one unit.
Special tools
Leader groups
1Good16Possible1Difficult
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.