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Attacks
Toughness
Efficiency = expected points of the enemy unit destroyed in one activation, divided by the attacker's own points
(100% means it trades evenly; capped at the defender's full cost × attacker's points ratio).
Avg is the mean across the defenders currently shown; Best is the defender it is most efficient against.
Coverage counts attackers that reach at least 50% against that defender.
Ranged and melee are both counted under All (the unit shoots and then fights). Averages, not dice rolls.
Models (the small line in each cell, e.g. 4.2/10) is how many of the defender's models the attacker is expected to destroy. Wounds do not carry over from one model to the next, so a multi-damage weapon into multi-wound models kills fewer than damage ÷ wounds suggests.
Targets view, By unit: pick one of your units on the left (the number beside it is its average efficiency) and see every defender ranked by efficiency, with the models it kills and the wounds it deals. By target: pick a defender and see which of your units to send at it, best first. PRIME/BEST marks the top row; WIPES means it is expected to destroy the whole unit; DMG WASTE marks results where a quarter or more of the damage is thrown away because the weapons do more damage per hit than a model has wounds. Click a row for the weapon-by-weapon breakdown.
Defenders are ordered by toughness, lowest first (then by points).
Tier colours follow the unit's points: . An attached leader and bodyguard are tiered by their combined points.
Leader bonuses (for example the Palatine's Lethal Hits) are applied to every weapon of the attached unit, the leader's own included, and listed on the unit's card. Situational ones (below Starting Strength, a target within 6" ...) are not guessed: the card says which were left out.
Vs typical (next to the attackers) compares your tier mix with the typical 2000-point list for a force disposition and with the general 3·4·6 rule, both scaled to your list's points. The typical mixes are rounded averages from winning lists, so a gap of about one unit is noise; the text only calls out gaps of one unit or more.
Models (the small line in each cell, e.g. 4.2/10) is how many of the defender's models the attacker is expected to destroy. Wounds do not carry over from one model to the next, so a multi-damage weapon into multi-wound models kills fewer than damage ÷ wounds suggests.
Targets view, By unit: pick one of your units on the left (the number beside it is its average efficiency) and see every defender ranked by efficiency, with the models it kills and the wounds it deals. By target: pick a defender and see which of your units to send at it, best first. PRIME/BEST marks the top row; WIPES means it is expected to destroy the whole unit; DMG WASTE marks results where a quarter or more of the damage is thrown away because the weapons do more damage per hit than a model has wounds. Click a row for the weapon-by-weapon breakdown.
Defenders are ordered by toughness, lowest first (then by points).
Tier colours follow the unit's points: . An attached leader and bodyguard are tiered by their combined points.
Leader bonuses (for example the Palatine's Lethal Hits) are applied to every weapon of the attached unit, the leader's own included, and listed on the unit's card. Situational ones (below Starting Strength, a target within 6" ...) are not guessed: the card says which were left out.
Vs typical (next to the attackers) compares your tier mix with the typical 2000-point list for a force disposition and with the general 3·4·6 rule, both scaled to your list's points. The typical mixes are rounded averages from winning lists, so a gap of about one unit is noise; the text only calls out gaps of one unit or more.