Tactical Reroll
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Tier system v2, tested: Space Marines (2026-10-02)

From reports/tiers/2026-10-02-space-marines.md , rendered when the site is built.

T-524, for T-523 (Jordan, 1 Oct (Pacific), via the design session). Made by node tools/tiertest.js. A report, not the site: nothing here changes a published score or page.

In short

Against a public list (added 2 Oct, once the network allowed it)

The list: Tista Minis' "Best Space Marine Units Right Now" (22 Jul 2026), a ranked list of 11th-edition Space Marine units, each with a reason.

SystemMean distance (tiers)Same letter
Today's letter1.406 of 30
Maths only1.436 of 30
V1, fitted1.434 of 30
V1, equal weights1.474 of 30
V2, four jobs1.673 of 30

None of our systems agrees well with this list, and V2 agrees least. V1's fitted weights, fitted on list share without ever seeing this list, do beat equal weights here (1.43 against 1.47), so the fit carries over a little.

Where they rate units higher than we do:

Where we rate units higher than they do: Centurions, Terminators, Outriders, the Impulsor, Assault Intercessors, the Land Raider Crusader. Efficient on paper, but their reason is cost against speed and delivery: slow, hard to transport, or outdone by cheaper scorers. We don't price movement or delivery against damage.

Their reasons behind the units V2 under-rates, counted: durability 5, anti-tank 4, leader support 4, mission work 4, then transport, Overwatch, synergy and deployment (2 each).

What this adds to the shopping list for Utility v2:

  1. Overwatch;
  2. close-range rules at their range (melta's bonus within half range for units built to get there);
  3. delivery, meaning transports and what they carry;
  4. leader and support synergy, which T-527 has started;
  5. a price on slowness for expensive units.

Caution: this is one author's list, and their letters are our mapping of its sections, not tiers they gave. Treat the agreement numbers as a direction, not a verdict.

Our own data

Does the intuition hold? Partly. Quotas and jobs fix what's plainly wrong today. They don't yet make the letters agree with what players take, and the comparison with a public tier list couldn't be run from here.

V1 against V2 (Jordan's four jobs). V2 is built from how a game is won: Hammer as damage before death, Anvil with OC per point and Battle-shock, Runner for secondaries, Banner for force multiplication. Offense and Defense stay the published raw pair under both.

The three biggest lessons

  1. Characters are judged alone, and that's our biggest blind spot. Among the 75 units players take in 40% or more of their army's lists that the proposal grades C or D, Leaders are twice as common as they are among all units, and Auras 2.2 times. Azrael is in 22 of 23 Dark Angels lists and scores D. A Leader's worth is what it adds to its squad: its damage and durability bonus, re-rolls, an invulnerable save. Measuring that is the first item for Utility v2.
  2. Our maths explains little of what players take (ρ 0.17 at best). Hammer, Anvil and today's Utility parts are not what decides a list. From the units we under-rate, the shopping list for Utility v2: Leader and Aura value, indirect fire (Biovores, 22 of 23 Tyranid lists, D), transport capacity (Venom, 13 of 13 Drukhari lists, D), Fights First, Deep Strike and Fly. Infiltrators, Scouts and Stealth are not over-represented. This list comes from the units players take, not from a community list's reasons; those still need reading.
  3. Global quotas are harsh on one army's page. S and A together are 22% of every unit, spread over 36 armies, so a faction few winning lists take ends up with almost none. Space Marines units are in 0 to 2 of the 84 lists that could field them. Of the 11 units one review names as the best Space Marine pick in a role (seen only through a search summary, see below), today's letters and Value each put 3 at S or A and the proposal puts none: Eradicators C, Intercessors B, Gladiator Lancer C. If the letters must also read well inside an army, quotas per army (or a faction-relative letter beside the global one) are worth testing.

First run (blocked; done since, above). In the first run the public tier lists were blocked by this environment's network policy, so these sections were left for the list above:

Allow one of those hosts in the environment's network settings and the comparison runs: node tools/tiertest.js --community <file>, where the file holds a list's unit names, letters and our own one-phrase paraphrase of each reason. Jordan's example is Mortarion (named by the design session). He wears S today only because of the meta (10 of 16 Death Guard lists), is B on maths alone, B under V1 (A with equal weights) and B under V2 (C before T-527's Banner). His job is Anvil, where he ranks 110th of 341 against an S quota of 33. What players take him for (mortal wounds each turn from Host of Plagues, the once-a-turn buffs to nearby units, the debuff zone) is what our numbers can't see. See "Mortarion, the acid test" below for each gap and what kind it is.

Choices made:

Round 2 (2 Oct): a fairer yardstick, V2b, and Mortarion

V2b is V2 with Hammer counting damage delivered before death, plus a detachment credit in Banner. Each turn of a five-round game on a 44" × 60" table, the model asks whether the unit reaches the enemy with its guns or a charge:

Over every unit, V2b's ρ with list share is 0.087, against V2's 0.127 and V1's 0.174.

The yardstick, three ways, on the 30 units of the public list. (a) Spearman's ρ between our score and their order within the army (higher is better). (b) Our letters re-cut by quota within Space Marines's 84 units, against our mapping of their sections (mean distance; lower is better). (c) Our global letters, as in round 1.

System(a) ρ with their order(b) mean distance, army letters(b) same letter(c) mean distance, global letters
Today's letter-0.311.476 of 301.40
Maths only (Value)-0.311.476 of 301.43
V1, fitted-0.271.436 of 301.43
V1, equal weights-0.271.433 of 301.47
V2-0.231.574 of 301.67
V2b (delivered)-0.241.573 of 301.63
V3 (round 3)-0.181.573 of 301.60

V2 to V2b on the list's units (their letter, then our numbers):

UnitTheirsV2V2bHammer V2 → V2bTheir reason (our words)
Eradicator SquadSD · AnvilD · Anvil48 → 61top anti-tank infantry; melta deletes vehicles and monsters
Scout SquadSB · Anvil + RunnerB · Anvil + Runner14 → 43cheap mission unit: screens, actions, forward deployment
Land Raider RedeemerSA · HammerS · Hammer91 → 95tough transport with deadly short-range flamers and Overwatch
Infernus SquadSC · AnvilC · Anvil54 → 42auto-hitting flamers clear screens; Overwatch threat
Gladiator LancerAC · HammerC · Hammer83 → 81long-range anti-tank from turn one, no transport needed
Vanguard Veteran Squad with Jump PacksAC · RunnerC · Runner53 → 28fast elite-infantry hunters after their sword upgrade
RepulsorAS · Hammer + AnvilA · Hammer + Anvil92 → 88transport that also shoots and adds a tough hull
Bladeguard Veteran SquadAD · RunnerD · Runner56 → 48durable melee infantry with great leaders to join
Intercessor SquadAB · AnvilB · Anvil39 → 58reliable Battleline objective holders
Lieutenant with Combi-weaponAC · RunnerC · Runner3 → 24independent character for mission tasks, small footprint
Company HeroesAC · AnvilC · Hammer60 → 77durable bodyguard that keeps a key character alive
Assault Intercessors with Jump PacksAC · RunnerC · Runner50 → 23cheap fast scorers that can arrive from reserve
Apothecary BiologisAC · RunnerC · Runner2 → 15best support for Eradicators and Aggressors
Captain with Jump PackAA · RunnerA · Runner24 → 8leads Vanguard Veterans and jump units
LibrarianAC · RunnerC · Runner7 → 26unlocks the Librarius Conclave detachment
Aggressor SquadBB · HammerC · Hammer85 → 81heavy close-range damage, hard to deliver
Hellblaster SquadBD · HammerD · Hammer59 → 64plasma against elites and medium vehicles, needs protecting
Ballistus DreadnoughtBB · AnvilB · Anvil67 → 72durable long-range anti-tank alternative
Redemptor DreadnoughtBC · HammerC · Hammer77 → 84broad mix of shooting, melee and toughness
Stormraven GunshipBD · HammerD · Hammer63 → 67now a hovering transport-gunship, but costly
ImpulsorBS · Anvil + Runner + BannerS · Hammer + Anvil + Runner + Banner73 → 98cheap transport for small infantry
VindicatorBC · HammerC · Hammer86 → 84high-strength gun on a tough hull, short range
Devastator SquadBC · HammerC · Hammer73 → 73the alternative anti-tank infantry
Assault Intercessor SquadBA · AnvilB · Anvil55 → 47the alternative Battleline
Terminator SquadCA · HammerA · Hammer96 → 95durable but expensive for their movement and damage
Desolation SquadCD · HammerD · Hammer39 → 49indirect long-range fire, weigh against its points
Outrider SquadCA · AnvilS · Anvil38 → 56fast, but cheaper infantry score as well
Centurion Assault SquadCS · Hammer + AnvilS · Hammer + Anvil99 → 99big damage in specialised builds; slow, hard to transport
Centurion Devastator SquadCA · HammerA · Hammer97 → 97big damage in specialised builds; slow, hard to transport
Land Raider CrusaderCB · AnvilB · Hammer + Anvil68 → 85big transport without the Redeemer's close-range threat

Mortarion under every system (Death Guard, 375 pts, in 10 of 16 winning lists):

SystemGlobal letterLetter within Death GuardRank in the army
Today's letterSA7 of 36
Maths only (Value)BB18 of 36
V1, fittedBA7 of 36
V1, equal weightsAB9 of 36
V2BD30 of 36
V2b (delivered)CC28 of 36
V3 (round 3)AB12 of 36

V2b's Hammer for Mortarion: 78 → 75 (he moves 10" with Fly and Deep Strike, so he arrives; his damage per point stays thin).

Round 3 (2 Oct): delivery modes, the bundle, and five fixes

Jordan, 1 Oct (Pacific), via the design session: the bundle rule (05:28Z), delivery modes (05:38Z) and the round-3 fixes (05:44Z). V3 is V2's four jobs with Hammer as damage delivered before death, scored under every way the unit may legally reach the fight; it keeps the best and names it:

The same rules as V2b after that: the enemy closes 3" a turn; a unit out of range advances 3.5"; guns stop at their range, or at half range when that's worth over 15% more; melee charges on 2D6; Overwatch 33% of enemy turns. Only turns the unit can be shot use up its life: a unit off the table or inside a transport keeps it. No terrain yet: every shot is taken to have a line (the exposure factor is 1, to be calibrated against the panel).

Who may ride what comes from BSData's transport entries at run time (tools/transports.js): the capacity, the keywords a passenger needs, the models it can't carry, and the ones that take two or three spaces. Only Dedicated Transports form bundles. With every transport allowed, Scouts chose a Land Raider Crusader and Boyz a Gunwagon, inheriting the big tank's guns. Those are units in their own right, scored alone. Allies are skipped for now.

The fixes, each switchable: (a) mortal wounds a round from abilities, our estimates read on 11th-edition datasheets (34 units, reports/tiers/2026-10-02-mortals.json); (b) a character that joins a squad (Leader or Support) and a unit with no OC can't be a Runner; (c) Battle-shock bites only below half strength, so Anvil's Leadership factor is 1 − 0.35 × (1 − the pass chance); (d) a transport's Banner counts its capacity ÷ 6, at most 2; (e) Indirect Fire is in range from turn 1. (d) lowered every yardstick, so V3 leaves it out; its row shows what it costs.

Each term on its own, against V3 with every term off (V2b's single path: ρ 0.107):

Termρ with list shareChangeρ with the public list's order (Space Marines)
None (the baseline)0.107-0.26
(a) mortal wounds0.109+0.002-0.26
(b) joiners aren't Runners0.143+0.036-0.30
(c) Battle-shock below half0.116+0.009-0.24
(d) transport capacity0.097-0.010-0.24
(e) Indirect Fire from turn 10.107+0.000-0.26
Delivery modes and the bundle0.116+0.009-0.11
V3: every term but (d)0.164+0.057-0.18
All five, (d) included0.153+0.046-0.18

For comparison: V1 fitted 0.174, V2 0.127, V2b 0.087.

How units arrive under V3: walk 579, Deep Strike 220, Strategic Reserves 233, in a transport 129 (of 1161).

The 20 biggest gains from a transport (the unit page's line would read "Best delivered by …"):

UnitArmyBest delivered byHammer per 100 pts, alone → togetherOf it, the transport's gunsPoints togetherV2b → V3
Krieg Combat EngineersAstra MilitarumChimera0.6 → 10.1 (+1707%)87%140D → B
Krieg Combat EngineersGenestealer CultsChimera0.6 → 10.1 (+1707%)87%140D → B
Arco-FlagellantsAdepta SororitasSororitas Rhino0.4 → 3.1 (+776%)78%115D → C
PyrovoresTyranidsTyrannocyte0.9 → 7.3 (+709%)75%120D → D
NeurogauntsTyranidsTyrannocyte1 → 5.9 (+483%)89%125S → S
WitchseekersAdeptus CustodesAnathema Psykana Rhino1 → 4.7 (+361%)51%115B → B
VigilatorsAdeptus CustodesAnathema Psykana Rhino0.8 → 3.6 (+350%)66%115C → B
VenomthropesTyranidsTyrannocyte1.3 → 5.9 (+348%)83%135B → A
Corpuscarii Electro-PriestsAdeptus MechanicusSkorpius Dunerider2.4 → 9.7 (+305%)68%140D → B
Eliminator SquadSpace MarinesImpulsor3.5 → 13.4 (+283%)87%145B → A
Fulgurite Electro-PriestsAdeptus MechanicusSkorpius Dunerider2.3 → 8.6 (+277%)74%145D → C
Tyranid Warriors with Melee Bio-WeaponsTyranidsTyrannocyte1.8 → 6.3 (+250%)67%155C → B
Infernus SquadSpace MarinesImpulsor4.7 → 16.2 (+246%)67%155C → B
Assault Intercessor SquadSpace MarinesImpulsor4.5 → 15.1 (+239%)77%145B → A
Bladeguard Veteran SquadSpace MarinesImpulsor4.5 → 14.9 (+233%)75%150D → C
RatlingsAstra MilitarumChimera3.2 → 10.6 (+228%)87%135D → B
Cultist MobChaos Space MarinesChaos Rhino2.5 → 7.9 (+218%)73%115B → B
Cthonian BeserksLeagues of VotannSagitaur4.2 → 13.3 (+218%)46%180D → C
Reiver SquadSpace MarinesImpulsor4.6 → 14.6 (+214%)80%145B → B
Incursor SquadSpace MarinesImpulsor4.4 → 13.8 (+210%)79%155C → B

Across the 129 bundles, the transport's own guns are 57% of the pair's damage at the median. For a passenger that does little itself (Krieg Combat Engineers, Pyrovores), the bundle's gain is mostly the transport. That is the rule as set ("when you pay for the transport you also get its guns"), but it means a weak passenger's letter partly measures its ride.

Round 1's over- and under-rated groups, and the arrival units (the public list rated the first two high and the Centurions and Terminators lower than we did):

UnitArmyV2bV3Arrives byHammer alone → chosen (per 100 pts)
Eradicator SquadSpace MarinesD · AnvilD · AnvilStrategic Reserves7.6 → 7.6
Infernus SquadSpace MarinesC · AnvilB · Hammer + AnvilImpulsor4.7 → 16.2
Khorne BerzerkersChaos Space MarinesB · AnvilB · AnvilChaos Rhino11.7 → 13.7
Centurion Assault SquadSpace MarinesS · Hammer + AnvilA · HammerStrategic Reserves22.8 → 22.8
Centurion Devastator SquadSpace MarinesA · HammerA · HammerStrategic Reserves22.7 → 22.7
Terminator SquadSpace MarinesA · HammerS · HammerDeep Strike25.6 → 25.6
Brôkhyr ThunderkynLeagues of VotannD · HammerD · Hammerwalking8.8 → 8.8
Assault Intercessors with Jump PacksSpace MarinesC · RunnerC · RunnerDeep Strike7.8 → 7.8
Scout SquadSpace MarinesB · Anvil + RunnerB · Anvil + RunnerRhino4.7 → 3.7
Intercessor SquadSpace MarinesB · AnvilA · Hammer + AnvilImpulsor7.4 → 16
BoyzOrksA · Hammer + AnvilA · AnvilTrukk15.3 → 14.3
MeganobzOrksD · HammerC · AnvilTrukk7.1 → 8.7
MortarionDeath GuardC · RunnerA · Hammerwalking17.7 → 17.7
Ghazghkull ThrakaOrksA · HammerB · Hammerwalking17.5 → 17.5

Turn-by-turn profiles under the mode V3 chose: the distance to the enemy after moving, whether its guns reach (R), the charge chance (c), and the chance it's still alive. A dash means off the table or inside a transport.

Unit (mode)Turn 1Turn 2Turn 3Turn 4Turn 5
Centurion Assault Squad (reserves)–18" R, alive 100%7.5" R c42%, alive 100%0" R c100%, alive 100%0" R c100%, alive 100%
Terminator Squad (deep)–9" R c28%, alive 100%0" R c100%, alive 100%0" R c100%, alive 100%0" R c100%, alive 100%
Eradicator Squad (reserves)–18" R, alive 100%10" R c17%, alive 100%7" R c58%, alive 3%4" R c92%, alive 0%
Scout Squad (Rhino)–8.5" R c28%, alive 100%0" R c100%, alive 36%0" R c100%, alive 0%0" R c100%, alive 0%

Do the arrival-mode units move toward the public list? 19 of its 30 units arrive other than on foot under V3; their mean distance from the list's letters is 1.84 tiers under V2b and 1.79 under V3 (lower is closer).

Round 3, V2c (2 Oct): what the under-rated units have that we couldn't see

T-524 round 3 (the supervisor's brief, 2 Oct, with Jordan's refinements of steps b and d). Round 2 found that V2b ranked Space Marines against the public list (ρ −0.24) and that none of our structural maths explained much of list share (ρ ≤ 0.17). The brief: stop tuning the composite; add the things the under-rated units have that we can't see, one at a time, each measured. V2c is V2b with all six steps. The first build session ran the same round its own way as V3 (delivery modes, the bundle priced as a pair, the section above); its numbers sit beside ours in the table of every system. A report: nothing here changes a published score or page.

Verdict: partly. Does adding what we couldn't see bring our letters to what players and reviewers rate?

Neither version wins everywhere. V3 lets each unit choose its best way to arrive. V2c counts durability per point. Those two ideas haven't been tried together yet.

The three lessons.

  1. V2b was backwards because it mixed per-point damage with absolute survival. Hammer was damage per 100 pts × turns alive, and turns alive came from a unit's whole durability. A 150-pt squad lived twice as long as an 80-pt one only because it was bigger. Counting durability per point fixes it: the enemy's fire spreads over an army roughly by points. That one change moves the Space Marine ρ from −0.33 to −0.08. It also takes big centrepieces down: the Defiler goes S to C, Knights S to C. That's why the Orks review, which likes big Orks, now agrees less. How to price size is the open question.
  2. What we couldn't see mostly isn't what players pay for. The brief's test cases still miss:
    • Biovores (22 of 23 lists): D, because Indirect Fire changed nothing; their 48" guns were always in range. Players take them for the Spore Mines they make.
    • The Venom (13 of 13 lists): D. The bundle test finds no squad it can carry at its smallest size that beats the Venom alone. Players take it for its rule that splits a ten-model squad into two to ride.
    • Eradicators (their S): D. They're still diluted by the five-target average.

All three are rules or archetype weights, not dice we're missing.

  1. Survival belongs in Runner, but not on its own. It stopped cheap 4-wound leaders maxing Runner: 37 character S/A Runners and Anvils down to 23, and the Lieutenant with Combi-weapon keeps his place as a Lone Operative. But it now lifts big, durable models into Runner: Mortarion, Land Raiders, winged Daemon Princes. A Runner needs survival and to be cheap enough to spend on a mission. The two together, not either alone, is the next refinement.

What we'd do next: keep step f (durability per point, exposure, the bundle test) and steps a and c. Rework Runner as above. Test the archetype lens (T-529, T-531) on Eradicators and Infernus. Settle how to price size against a third panel list before anything moves on the site.

The steps, one at a time (each on top of the last)

Yardsticks: (1) Spearman's ρ with the public list's order within the army; (2) mean distance in tiers, our letters re-cut by quota within the army; (3) ρ with list share over every unit some 5 or more winning lists could field. Space Marines is the brief's yardstick; Orks is the second panel list, worth about half a ranked list; Tyranids, added at Jordan's request, is the third (its own section below).

StepSM ρSM distanceOrks ρOrks distanceTyranids ρTyranids distanceρ with list shareMortarion: letter / in Death Guard (rank)
V2b (round 2)−0.241.570.061.200.071.430.087C / C (28 of 36)
+a: mortal wounds−0.241.570.051.130.061.430.085B / C (23 of 36)
+b: joining characters−0.361.570.201.110.171.390.112S / S (1 of 36)
+c: Battle-shock damped−0.371.530.181.130.191.340.121S / S (1 of 36)
+d: Banner per point−0.351.630.141.200.231.300.120S / S (1 of 36)
+e: Indirect Fire−0.351.630.141.200.231.300.120S / S (1 of 36)
+f1: exposure only on the table−0.401.670.151.240.171.340.147S / S (1 of 36)
+f2: who rides: the bundle test−0.331.570.171.220.151.340.136S / S (1 of 36)
+f: durability per point (all of f)−0.081.430.011.310.211.340.137S / S (2 of 36)

a. Mortal wounds are damage

The biggest gains:

UnitArmyAbilityDelivered per 100 ptsOf it mortal wounds
ScreamersChaos DaemonsSlashing Dive0.6 → 2.11.4
ScreamersThousand SonsSlashing Dive0.6 → 2.11.4
TyphusDeath GuardEater Plague1.8 → 5.53.7
PlasmancerNecronsLiving Lightning1.8 → 5.13.3
Blitza-bommerOrksBoom Bomb5.8 → 14.58.7
Canoptek Scarab SwarmsNecronsSelf-destruction0.6 → 1.40.8
Archaeopter FusilaveAdeptus MechanicusBomb Rack4.5 → 10.66.0
DaemonifugeAdepta SororitasHoly Judgement0.6 → 1.40.8
BloodcrushersChaos DaemonsBrass Stampede5.3 → 9.44.0
BloodcrushersWorld EatersBrass Stampede5.3 → 9.44.0
Tzaangor EnlightenedThousand SonsProphesied Doom0.7 → 1.20.5
Heretic Astartes Daemon Prince with wingsChaos Space MarinesDaemonic Destruction7.7 → 12.54.9

b. Characters who join a squad

Space Marines characters with S or A before or after (Runner = R, Anvil = A):

CharacterKindListsBeforeAfterRunner before → after
Chaplain in Terminator ArmourLeader0 of 84S · Runner + BannerA · Runner + Banner99 → 99
Chaplain on BikeLeader0 of 84A · RunnerA · Runner100 → 99
Ancient in Terminator ArmourSupport0 of 84S · Runner + BannerS · Banner95 → 80
Chaplain with Jump PackLeader0 of 84A · Runner + BannerA · Runner + Banner100 → 99
JudiciarLeader0 of 84S · Runner + BannerA · Banner98 → 77
ChaplainLeader0 of 84A · Runner + BannerA · Banner98 → 77
Captain with Jump PackLeader0 of 84A · RunnerB · Runner99 → 89
Librarian in Phobos ArmourLeader0 of 84A · Runner + BannerC · Banner96 → 60
Lieutenant in Phobos ArmourSupport0 of 84S · RunnerC · Banner100 → 91
Lieutenant in Reiver ArmourSupport0 of 84A · Runner + BannerC · Banner97 → 55

The public list's characters: Lieutenant with Combi-weapon (Lone Operative) C · Runner → C · Runner, Runner 89 → 86; Lieutenant (Support) B · Runner + Banner → C · Banner, Runner 87 → 30; Captain (Leader) C · Runner → D · Banner, Runner 69 → 28; Captain with Jump Pack (Leader) A · Runner → B · Runner, Runner 99 → 89; Apothecary Biologis (Support) C · Runner → D · Banner, Runner 70 → 26; Librarian (Leader) C · Runner → C · Banner, Runner 76 → 20.

The Chaplains: Chaplain A · Runner + Banner → A · Banner (0 of 84 lists); Chaplain in Terminator Armour S · Runner + Banner → A · Runner + Banner (0 of 84 lists); Chaplain on Bike A · Runner → A · Runner (0 of 84 lists); Chaplain with Jump Pack A · Runner + Banner → A · Runner + Banner (0 of 84 lists).

c. Battle-shock bites only below half strength

UnitArmyLd passBelow halfAnvil before → afterLetter before → after
Intercessor SquadSpace Marines72%17%95 → 94B · Anvil → B · Anvil
Terminator SquadSpace Marines72%47%79 → 70A · Hammer → B · Hammer
Scout SquadSpace Marines72%14%84 → 82B · Anvil → C · Anvil
HormagauntsTyranids42%18%96 → 100A · Anvil + Banner → S · Anvil + Banner
TermagantsTyranids42%18%100 → 100S · Anvil + Banner → S · Anvil + Banner
BoyzOrks58%21%97 → 97A · Hammer + Anvil → A · Hammer + Anvil
GretchinOrks42%18%95 → 98B · Anvil → A · Anvil
MortarionDeath Guard83%0%74 → 64S · Hammer + Runner → S · Hammer + Runner

The Tyranid count (T-530's pilot, run with --armyfx docs/data/armyfx.json).

So the damping is right, but Battle-shock in Anvil wasn't the main way the pilot inflated Tyranids. The rest comes through three other routes, not measured apart here:

The pilot's lesson stands: no army's rules go into the letters until every army's are written.

d. Banner from what a unit adds to others, per point

TransportArmyListsBest squadMultiplierBanner before → afterLetter before → after
Centaur RSVAstra Militarum0 of 15Krieg Combat Engineers4.9383 → 93B · Banner → A · Banner
Centaur RSVGenestealer Cults0 of 5Krieg Combat Engineers4.9383 → 93B · Banner → A · Banner
Anathema Psykana RhinoAdeptus Custodes0 of 29Witchseekers3.2283 → 93S · Anvil + Runner + Banner → S · Anvil + Runner + Banner
TrukkOrks11 of 21Breaka Boyz2.2784 → 93B · Anvil + Banner → S · Anvil + Banner
Chaos RhinoDeath Guard10 of 16Plague Marines1.7494 → 98S · Anvil + Runner + Banner → S · Anvil + Runner + Banner
Drop PodSpace Marines0 of 84Bladeguard Veteran Squad1.7384 → 90C · Banner → B · Banner
Chaos RhinoChaos Space Marines5 of 11Plague Marines1.5483 → 87S · Anvil + Runner + Banner → S · Anvil + Runner + Banner
Chaos RhinoEmperor's Children11 of 22Noise Marines1.2881 → 81S · Anvil + Runner + Banner → S · Anvil + Runner + Banner
Big'ed BossbunkaOrks0 of 21Breaka Boyz1.0168 → 77D · Banner → C · Banner
Sororitas RhinoAdepta Sororitas5 of 13Celestian Sacresants0.9983 → 76A · Anvil + Banner → A · Anvil
TauroxAstra Militarum0 of 15Bullgryn Squad0.9783 → 76B · Anvil + Banner → B · Anvil
Stormraven GunshipSpace Marines0 of 84Aggressor Squad0.4257 → 65B · Runner → B · Runner

e. Indirect Fire doesn't need delivering

f. What was backwards in V2b

Five turns of each unit, before and after the fix: the gap to the enemy at the end of its move (– in reserve), the damage it delivers per 100 pts that turn, and the share of it still alive.

UnitTurns aliveRidesTurns 1 to 5: gap, damage, aliveHammerLetter
Centurion Assault Squad (150 pts)V2b4.2yes17" 2.0 ×1.00 · 0" 7.8 ×1.00 · 0" 7.8 ×1.00 · 0" 7.8 ×1.00 · 0" 7.8 ×0.1599S · Hammer
fixed3.0no23" 2.0 ×1.00 · 12" 3.3 ×1.00 · 0" 7.8 ×1.00 · 0" 7.8 ×0.00 · 0" 7.8 ×0.0079B · Anvil
Centurion Devastator Squad (175 pts)V2b4.2yes30" 4.6 ×1.00 · 27" 5.0 ×1.00 · 24" 5.7 ×1.00 · 21" 5.7 ×1.00 · 18" 5.7 ×0.1597A · Hammer
fixed2.6no30" 4.6 ×1.00 · 27" 5.0 ×1.00 · 24" 5.7 ×0.57 · 21" 5.7 ×0.00 · 18" 5.7 ×0.0078C · Hammer
Terminator Squad (160 pts)V2b4.2yes– · 10" 3.7 ×1.00 · 0" 7.3 ×1.00 · 0" 7.3 ×1.00 · 0" 7.3 ×0.2294A · Hammer
fixed2.9no– · 10" 3.7 ×1.00 · 0" 7.3 ×1.00 · 0" 7.3 ×0.87 · 0" 7.3 ×0.0091B · Hammer
Terminator Assault Squad (155 pts)V2b4.9yes– · 10" 0.8 ×1.00 · 0" 4.8 ×1.00 · 0" 4.8 ×1.00 · 0" 4.8 ×0.9382B · Hammer + Anvil + Runner
fixed3.7no– · 10" 0.8 ×1.00 · 0" 4.8 ×1.00 · 0" 4.8 ×1.00 · 0" 4.8 ×0.7182B · Hammer + Anvil + Runner
Eradicator Squad (90 pts)V2b2.0yes17" 3.5 ×1.00 · 9" 5.1 ×1.00 · 6" 5.5 ×0.03 · 3" 5.8 ×0.00 · 0" 5.8 ×0.0060D · Hammer
fixed2.2no22" 0.0 ×1.00 · 14" 3.8 ×1.00 · 9" 5.1 ×0.20 · 6" 5.5 ×0.00 · 3" 5.8 ×0.0031D · Anvil
Scout Squad (65 pts)V2b1.4yes0" 3.5 ×1.00 · 0" 3.6 ×0.36 · 0" 3.6 ×0.00 · 0" 3.6 ×0.00 · 0" 3.6 ×0.0042C · Anvil
fixed2.1yes0" 3.5 ×1.00 · 0" 3.6 ×1.00 · 0" 3.6 ×1.00 · 0" 3.6 ×0.09 · 0" 3.6 ×0.0068B · Anvil + Runner
Intercessor Squad (80 pts)V2b1.7yes17" 2.8 ×1.00 · 0" 7.0 ×0.75 · 0" 7.0 ×0.00 · 0" 7.0 ×0.00 · 0" 7.0 ×0.0057B · Anvil
fixed2.2yes17" 2.8 ×1.00 · 0" 7.0 ×1.00 · 0" 7.0 ×1.00 · 0" 7.0 ×0.18 · 0" 7.0 ×0.0093A · Hammer + Anvil

Who rides. V2b let 507 units ride: every Infantry unit in an army with any transport. Round 3 asks three things: may it ride (a Dedicated Transport of its army can carry it: capacity, the keywords it takes, what it can't carry and what takes double room; 312 units), does it ride, and what's it worth. Does it ride is Jordan's bundle test: the pair, passenger riding plus transport, must beat per point both the passenger walking and the transport alone, on Hammer's damage delivered before death per 100 pts (riding changes nothing else we score). 147 units ride under it (a first cut, a transport costing no more than its passenger, gave 202). Units whose transport alone is worth more than the pair: 0, by construction. Two rules, two jobs: the Dedicated Transport list says what may ride, and the bundle test stops a passenger taking a letter from a transport that's better on its own.

PassengerArmyWalkingRidingBest transportTransport alonePairRides
Intercessor SquadSpace Marines9.218.0Drop Pod0.010.3yes
Infernus SquadSpace Marines6.613.3Drop Pod0.07.8yes
Scout SquadSpace Marines7.411.0Razorback9.710.3yes
Hellblaster SquadSpace Marines8.614.4Drop Pod0.09.3yes
Sternguard Veteran SquadSpace Marines8.214.6Drop Pod0.09.1yes
BoyzOrks15.332.0Trukk13.024.4yes
Kabalite WarriorsDrukhari10.716.8Raider7.813.1yes
IncubiDrukhari2.59.0Raider7.88.5yes
Battle Sisters SquadAdepta Sororitas17.726.7Sororitas Rhino5.818.5yes
KasrkinAstra Militarum18.027.9Chimera20.224.7yes

What was backwards, and the fix. Hammer is damage per 100 pts × turns alive. V2b's turns alive came from a unit's whole durability: its hits to destroy against half the median unit's. So a 150-pt Centurion squad lived 4.2 turns and an 80-pt Intercessor squad 1.7, and the per-point damage of every big unit was multiplied by its size. The first session's handoff names the same cause ("slow, tough units win on turns alive").

The fix (three parts, measured one by one in the step table):

Two constants of V2b were wrong in the same direction:

Neither alone explains the −0.24; the per-point durability does (step table: −0.33 → −0.08).

Every system on the three yardsticks

Higher ρ is better; lower distance is better. "Army" letters are re-cut by quota within the army; "global" letters are our published scale. Today's letter carries the meta lift (it partly is list share), so its ρ with list share isn't a fair contest.

SystemSM ρSM distance (army)SM distance (global)Orks ρOrks distance (army)Tyranids ρTyranids distance (army)ρ with list shareMortarion: letter / in Death Guard (rank)
Today's letter−0.311.471.400.241.090.650.930.723S / A (7 of 36)
Maths only (Value)−0.311.471.430.251.160.331.200.113B / B (18 of 36)
V1, fitted−0.271.431.430.221.090.291.340.174B / A (7 of 36)
V1, equal weights−0.271.431.470.161.160.231.360.153A / B (9 of 36)
V2−0.231.571.670.121.180.131.430.127B / D (30 of 36)
V2b (delivered)−0.241.571.630.061.200.071.430.087C / C (28 of 36)
V3 (round 3)−0.181.571.600.181.160.211.300.164A / B (12 of 36)
V2c (V2b with a to f)−0.081.431.370.011.310.211.340.137S / S (2 of 36)

Tyranids: the third panel list (Auspex Tactics)

The list: Auspex Tactics, "Strongest Tyranids Units?", YouTube, 11th edition (after the latest balance update; Tyranids about a 51% win rate). Ranked by what is used to success now; the author stresses detachments. Read 2026-09/10 (video date not read; unit names via YouTube's summary, passed on by Jordan, 2 Oct). Tier 1 = S, Tier 2 = A, Tier 3 = B (usable or niche; its upper and lower halves not separated in the summary), Tier 4 = C, Tier 5 = D. Units the summary did not mention (Termagants, Genestealers, the Broodlord, the Lictor, Gargoyles and others) are not graded, not D. Reasons blank: the transcript was not read. Matched: 44 of our 52 Tyranid units; not placed: Barbed Hierodule. Name matches to check: Hyperadapted Raveners (named Hyper-adaptive Raveners); Hormagaunts (noted as led by a Tyranid Prime); Tyrannofex (either weapon); Tyranid Prime with Lash Whip (named as the Tyranid Prime, noted with melee Warriors; matched to the ground Prime); Hierophant (named Hierophant Bio-Titan).

Systemρ with their orderMean distance, army lettersSame letter (army)Mean distance, global lettersSame letter (global)
Today's letter0.650.9316 of 440.7321 of 44
Maths only (Value)0.331.2016 of 441.2512 of 44
V1, fitted0.291.3412 of 441.2016 of 44
V1, equal weights0.231.3613 of 441.1614 of 44
V20.131.4311 of 441.3913 of 44
V2b (delivered)0.071.4312 of 441.4314 of 44
V3 (round 3)0.211.3015 of 441.2719 of 44
V2c (V2b with a to f)0.211.3413 of 441.3015 of 44

This list ranks what wins now, so today's letter, lifted by list share, should agree best with it, and does. Among the maths-only systems V2c is the closest of the four-job versions, but plain Value (0.33) and V1 still rank Tyranids more like the list.

The named units: global letter / letter within Tyranids, under each system (their tier first).

UnitListsTheirsToday's letterMaths only (Value)V1, fittedV1, equal weightsV2V2b (delivered)V3 (round 3)V2c (V2b with a to f)
Old One Eye4 of 23BS / BS / AB / BB / CS / SB / AA / AB / B
Tyranid Prime with Lash Whip11 of 23CS / BB / CA / BA / AA / SA / AA / AB / B
Biovores22 of 23SS / SD / DD / DD / DD / DD / DD / DD / D
Hormagaunts13 of 23SS / AB / CS / SA / AS / AS / SS / SA / A

Every graded unit under V2c:

UnitTheirsListsTodayV2bV2cV2c Hammer / Anvil / Runner / Banner
RavenersS12 of 23SD · AnvilD · Anvil30 / 52 / 22 / 0
Hyperadapted RavenersS11 of 23SD · BannerD · Banner31 / 36 / 9 / 62
HormagauntsS13 of 23SS · Anvil + BannerA · Anvil36 / 100 / 26 / 0
NeurolictorS17 of 23SB · RunnerA · Runner30 / 22 / 97 / 73
Von Ryan's LeapersS12 of 23SB · RunnerB · Hammer + Runner93 / 79 / 86 / 0
ZoanthropesS16 of 23SC · HammerB · Hammer93 / 46 / 22 / 0
MaleceptorS8 of 23AD · HammerD · Anvil43 / 57 / 22 / 0
TyrannofexS7 of 23SA · Hammer + AnvilA · Hammer + Anvil99 / 92 / 37 / 0
Norn EmissaryS8 of 23AC · HammerC · Hammer70 / 67 / 32 / 0
Norn AssimilatorS5 of 23AC · HammerC · Anvil65 / 67 / 30 / 0
Hive TyrantS6 of 23AC · BannerC · Banner48 / 46 / 17 / 79
The SwarmlordS13 of 23SS · Hammer + BannerB · Banner56 / 42 / 13 / 90
BiovoresS22 of 23SD · RunnerD · Anvil25 / 32 / 9 / 0
The Red TerrorA10 of 23AD · HammerD · Anvil36 / 44 / 26 / 0
Winged Hive TyrantA1 of 23BD · HammerD · Runner39 / 45 / 59 / 0
PyrovoresA4 of 23AD · RunnerB · Hammer88 / 51 / 35 / 0
NeurotyrantA17 of 23SC · BannerC · Banner20 / 41 / 7 / 83
Hive GuardA1 of 23SC · HammerB · Hammer92 / 78 / 44 / 0
ExocrineA4 of 23SB · HammerB · Hammer88 / 77 / 25 / 0
DeathleaperA7 of 23AB · RunnerS · Runner76 / 28 / 98 / 73
Tyranid Warriors with Melee Bio-WeaponsB4 of 23AC · AnvilC · Anvil73 / 84 / 9 / 0
Ripper SwarmsB1 of 23CB · Runner + BannerB · Banner6 / 0 / 41 / 97
Screamer-killerB3 of 23SB · HammerB · Hammer85 / 75 / 25 / 0
MawlocB2 of 23AD · AnvilC · Anvil74 / 77 / 70 / 0
TervigonB0 of 23BB · AnvilB · Anvil58 / 93 / 37 / 0
Parasite of MortrexB1 of 23CC · RunnerC · Runner6 / 17 / 81 / 0
HaruspexB3 of 23SB · HammerB · Hammer + Anvil89 / 83 / 30 / 0
NeurogauntsB2 of 23CS · Anvil + BannerA · Anvil18 / 100 / 32 / 0
Old One EyeB4 of 23SB · Hammer + BannerB · Banner76 / 75 / 28 / 86
PsychophageB5 of 23BC · HammerC · Anvil68 / 77 / 65 / 0
Tyrant GuardB4 of 23SC · AnvilB · Hammer + Anvil88 / 90 / 53 / 0
VenomthropesB1 of 23BB · BannerB · Banner34 / 79 / 42 / 83
TrygonB6 of 23SC · HammerB · Hammer85 / 76 / 68 / 0
CarnifexesC4 of 23SB · HammerB · Hammer + Anvil95 / 88 / 37 / 0
TyrannocyteC0 of 23BC · BannerS · Runner + Banner62 / 70 / 85 / 91
Tyranid Warriors with Ranged Bio-WeaponsC1 of 23BB · AnvilB · Hammer + Anvil97 / 93 / 24 / 0
Tyranid Prime with Lash WhipC11 of 23SA · BannerB · Banner18 / 24 / 20 / 97
HarpyD0 of 23DD · HammerD · Hammer27 / 0 / 0 / 0
Hive CroneD0 of 23CD · HammerD · Hammer46 / 0 / 1 / 0
Mucolid SporesD0 of 23DC · RunnerD · Runner11 / 0 / 38 / 0
Spore MinesD0 of 23DC · RunnerD · Runner10 / 0 / 30 / 0
SporocystD0 of 23DD · HammerD · Hammer22 / 0 / 2 / 0
HarridanD0 of 23DD · HammerD · Hammer22 / 0 / 8 / 0
HierophantD0 of 23DD · HammerD · Banner27 / 37 / 11 / 62

The 20 biggest moves, V2b → V2c (556 units change letter; 275 up)

Ordered by letters moved, then by places in the overall order. "Mostly" is the step that, applied alone to V2b, moves the unit furthest in the same direction.

UnitArmyPtsListsV2bV2cPlacesMostly
Warlock SkyrunnersAeldari455 of 15A · RunnerD · Hammer-943a Support character: no Runner or Anvil alone
Catachan Command SquadAstra Militarum600 of 15D · HammerA · Hammer+885delivery: lives 1.1 → 1.6 turns; Hammer 60 → 97
Catachan Command SquadGenestealer Cults600 of 5D · HammerA · Hammer+885delivery: lives 1.1 → 1.6 turns; Hammer 60 → 97
DefilerDeath Guard3009 of 16S · HammerC · Runner-772delivery: lives 4.6 → 2.2 turns; Hammer 96 → 62
DefilerThousand Sons3005 of 8S · HammerC · Runner-768delivery: lives 4.6 → 2.2 turns; Hammer 96 → 61
Doomsday ArkNecrons2105 of 33A · HammerD · Hammer-754delivery: lives 4.6 → 2.4 turns; Hammer 95 → 68
Knight DespoilerChaos Knights3600 of 5S · HammerC · Hammer-712delivery: lives 5.0 → 2.6 turns; Hammer 98 → 73
TyrannocyteTyranids800 of 23C · BannerS · Runner + Banner+630delivery: lives 3.2 → 3.8 turns; Hammer 45 → 64
Chaos Questoris Knight MagaeraChaos Knights3750 of 5A · HammerD · Anvil-608delivery: lives 5.0 → 2.5 turns; Hammer 91 → 55
MortarionDeath Guard37510 of 16C · RunnerS · Hammer + Runner+589Runner with survival: 77 → 100
Gaunt’s GhostsAstra Militarum958 of 15C · Hammer + AnvilS · Hammer + Runner+585delivery: lives 2.5 → 2.7 turns; Hammer 81 → 97
Sicarian InfiltratorsAdeptus Mechanicus7512 of 15C · BannerS · Hammer+558delivery: lives 1.7 → 2.3 turns; Hammer 70 → 97
Chaos SpawnThousand Sons655 of 8S · BannerC · Banner-541Banner per point: 96 → 80
Militarum Tempestus Command SquadAstra Militarum856 of 15D · RunnerB · Banner+843Banner per point: 0 → 94
Nork DeddogAstra Militarum601 of 15D · RunnerB · Hammer+838delivery: lives 1.4 → 2.3 turns; Hammer 42 → 95
Daemon Prince of Khorne with wingsWorld Eaters1703 of 12C · HammerA · Hammer + Runner+737Runner with survival: 61 → 96
MeganobzOrks754 of 21D · HammerB · Hammer+718delivery: lives 2.0 → 2.6 turns; Hammer 63 → 96
Lokhust DestroyersNecrons4019 of 33A · Runner + BannerC · Anvil-713Banner per point: 92 → 0
Purestrain GenestealersGenestealer Cults754 of 5D · RunnerB · Hammer+710delivery: lives 1.7 → 2.2 turns; Hammer 63 → 93
Ogryn SquadAstra Militarum602 of 15C · AnvilA · Hammer+710delivery: lives 1.5 → 2.5 turns; Hammer 57 → 99

Space Marines' public list under V2c

UnitTheirsV2bV2cV2c Hammer / Anvil / Runner / BannerTheir reason (our words)
Eradicator SquadSD · AnvilD · Anvil31 / 59 / 33 / 0top anti-tank infantry; melta deletes vehicles and monsters
Scout SquadSB · Anvil + RunnerB · Anvil + Runner68 / 83 / 90 / 0cheap mission unit: screens, actions, forward deployment
Land Raider RedeemerSS · HammerA · Hammer + Runner87 / 67 / 88 / 65tough transport with deadly short-range flamers and Overwatch
Infernus SquadSC · AnvilC · Hammer80 / 75 / 24 / 0auto-hitting flamers clear screens; Overwatch threat
Gladiator LancerAC · HammerC · Hammer65 / 48 / 57 / 0long-range anti-tank from turn one, no transport needed
Vanguard Veteran Squad with Jump PacksAC · RunnerC · Runner50 / 54 / 72 / 0fast elite-infantry hunters after their sword upgrade
RepulsorAA · Hammer + AnvilB · Hammer + Anvil83 / 80 / 79 / 77transport that also shoots and adds a tough hull
Bladeguard Veteran SquadAD · RunnerC · Hammer81 / 53 / 55 / 0durable melee infantry with great leaders to join
Intercessor SquadAB · AnvilA · Hammer + Anvil93 / 94 / 31 / 0reliable Battleline objective holders
Lieutenant with Combi-weaponAC · RunnerC · Runner22 / 12 / 84 / 0independent character for mission tasks, small footprint
Company HeroesAC · HammerB · Hammer94 / 65 / 42 / 0durable bodyguard that keeps a key character alive
Assault Intercessors with Jump PacksAC · RunnerB · Runner68 / 75 / 89 / 0cheap fast scorers that can arrive from reserve
Apothecary BiologisAC · RunnerC · Banner3 / 57 / 26 / 67best support for Eradicators and Aggressors
Captain with Jump PackAA · RunnerB · Runner + Banner19 / 17 / 90 / 87leads Vanguard Veterans and jump units
LibrarianAC · RunnerB · Banner26 / 15 / 21 / 91unlocks the Librarius Conclave detachment
Aggressor SquadBC · HammerC · Anvil67 / 72 / 48 / 0heavy close-range damage, hard to deliver
Hellblaster SquadBD · HammerC · Hammer84 / 50 / 9 / 0plasma against elites and medium vehicles, needs protecting
Ballistus DreadnoughtBB · AnvilB · Anvil + Runner63 / 88 / 82 / 0durable long-range anti-tank alternative
Redemptor DreadnoughtBC · HammerC · Runner71 / 70 / 72 / 0broad mix of shooting, melee and toughness
Stormraven GunshipBD · HammerC · Banner30 / 0 / 55 / 69now a hovering transport-gunship, but costly
ImpulsorBS · Hammer + Anvil + Runner + BannerS · Hammer + Anvil + Runner100 / 88 / 99 / 0cheap transport for small infantry
VindicatorBC · HammerC · Runner72 / 56 / 73 / 0high-strength gun on a tough hull, short range
Devastator SquadBC · HammerB · Hammer91 / 44 / 7 / 0the alternative anti-tank infantry
Assault Intercessor SquadBB · AnvilA · Hammer + Anvil86 / 95 / 40 / 0the alternative Battleline
Terminator SquadCA · HammerB · Hammer91 / 74 / 70 / 0durable but expensive for their movement and damage
Desolation SquadCD · HammerD · Hammer48 / 27 / 2 / 0indirect long-range fire, weigh against its points
Outrider SquadCS · AnvilS · Anvil + Runner71 / 96 / 95 / 0fast, but cheaper infantry score as well
Centurion Assault SquadCS · Hammer + AnvilB · Anvil79 / 83 / 45 / 0big damage in specialised builds; slow, hard to transport
Centurion Devastator SquadCA · HammerC · Hammer78 / 71 / 27 / 0big damage in specialised builds; slow, hard to transport
Land Raider CrusaderCB · Hammer + AnvilA · Anvil + Runner80 / 80 / 90 / 72big transport without the Redeemer's close-range threat

Round 4 (2 Oct): V4, the two strands merged, Runner's points gate and solo characters

T-524 round 4 (the supervisor's brief, 2 Oct, with Jordan's step g). Round 3 left two strands, V2c and V3, each strong on different panels, and two known faults: Runner rewarded big, durable models, and Chaplains in no winning list kept A or S. V4 merges the strands into one system with every part a switch, adds Runner's points gate and the solo-character rule, and, at Jordan's request, step g: Hammer as enemy points destroyed, weighted by the meta. A report: nothing here changes a published score or page.

Verdict: partly. Does the intuition hold now?

How much of this is signal. A Spearman ρ over 30 units has a standard error of about 0.19, and over 44 or 45 about 0.15. Most differences between our systems on one panel list are smaller than that. Only ρ with list share, over 1,105 units (error about 0.03), separates them reliably, and on it V4 is worse than both strands. Read the panel columns as direction, not verdict.

The three lessons.

  1. Merging didn't add the strengths up. The merge alone (V3's arrival modes plus V2c's parts) scores below V2c on Space Marines and below V3 on Orks and list share. The parts pull different panels different ways:
    • durability per point and Runner's gate help the Space Marine list;
    • the Orks review rates big warlords (Ghazghkull, Wazdakka) and loses them to the same two parts;
    • the Support/Leader rule is the one part that helps everywhere but Orks, which it leaves level: without it, list share falls from 0.104 to 0.070 and Tyranids from 0.19 to 0.10.
  2. The gate does its job and exposes the size problem again. S or A Runners over 130 pts go from 27 to 0, and Mortarion, Magnus, Fulgrim and Angron stop being Runners. But a big model that was carried by Runner has nothing else to stand on: under durability per point its Hammer and Anvil per point are middling, so within Orks Ghazghkull ends at C and Wazdakka at D under V4, while the review has both at S. Pricing size is still open, and the gate makes it visible rather than hiding it.
  3. The Chaplains are a Banner problem now, not a Runner problem. Beats-bodies credits a Chaplain with his best squad's lift: a Tactical Squad, which is in 0 of 84 lists, at ×2.0, against a Captain's ×0.57. Banner should count a lift only on squads worth fielding (weighted by the squad's own score) and against the other leaders that squad could take. Halving the Chaplains' whole Runner instead of their turns brings one to C and three to B (the table under "Solo characters"): still not all of them to C or lower.

On step g.

What we'd change next:

Tyranids, Jordan's own army: every unit Auspex grades, and the 20 biggest disagreements, each with a diagnosis, are in "Tyranids against the Auspex list" below. The same section is on its own page, reports/tiers/2026-10-02-tyranids.md.

Every system on the yardsticks, grouped

Each faction cell reads: Spearman's ρ with the public list's order within the army (higher is better) · mean distance in tiers with our letters re-cut by quota within the army · mean distance with our global letters (lower is better). The last column is ρ with list share over every unit 5 or more winning lists could field. Panels: Tista Minis (Space Marines, 30 units), Auspex Tactics (Tyranids, 44), Sprues & Brews (Orks, 45, worth about half a ranked list).

Maths only (no list share inside the score; V1 fitted's Banner weights were fitted on list share, so it borrows a little):

SystemSpace Marines: ρ · army · globalTyranids: ρ · army · globalOrks: ρ · army · globalρ with list share
Maths only (Value)−0.31 · 1.47 · 1.430.33 · 1.20 · 1.250.25 · 1.16 · 0.930.113
V1, fitted−0.27 · 1.43 · 1.430.29 · 1.34 · 1.200.22 · 1.09 · 0.910.174
V2−0.23 · 1.57 · 1.670.13 · 1.43 · 1.390.12 · 1.18 · 1.270.127
V2b (delivered)−0.24 · 1.57 · 1.630.07 · 1.43 · 1.430.06 · 1.20 · 1.290.087
V2c (round 3)−0.08 · 1.43 · 1.370.21 · 1.34 · 1.300.01 · 1.31 · 1.290.137
V3 (round 3)−0.18 · 1.57 · 1.600.21 · 1.30 · 1.270.18 · 1.16 · 1.220.164
V4 (this round)0.04 · 1.33 · 1.330.19 · 1.36 · 1.39−0.19 · 1.38 · 1.420.104

With popularity:

SystemSpace Marines: ρ · army · globalTyranids: ρ · army · globalOrks: ρ · army · globalρ with list share
Today's letter (Value lifted by list share)−0.31 · 1.47 · 1.400.65 · 0.93 · 0.730.24 · 1.09 · 1.040.723

The second group isn't comparable with the first: today's letter lifts a unit by its share of winning lists, and the community lists also rate what people play and win with, so the two share a source rather than one predicting the other.

V4's parts, measured

The merge first, then the two new terms on top, then V4 with each part switched off in turn (a part helps where switching it off makes the row worse).

SystemSpace Marines: ρ · army · globalTyranids: ρ · army · globalOrks: ρ · army · globalρ with list shareMortarion: letter / in Death Guard
V2c (round 3)−0.08 · 1.43 · 1.370.21 · 1.34 · 1.300.01 · 1.31 · 1.290.137S / S (2 of 36)
V3 (round 3)−0.18 · 1.57 · 1.600.21 · 1.30 · 1.270.18 · 1.16 · 1.220.164A / B (12 of 36)
V4, the merge (with the advance rule; no gate, solo rule or step g)−0.12 · 1.57 · 1.470.18 · 1.32 · 1.36−0.03 · 1.38 · 1.400.127S / S (2 of 36)
+ Runner's points gate−0.03 · 1.47 · 1.400.15 · 1.32 · 1.34−0.20 · 1.40 · 1.330.109B / C (22 of 36)
+ solo characters pay−0.02 · 1.47 · 1.400.13 · 1.36 · 1.39−0.21 · 1.36 · 1.330.110B / C (22 of 36)
+ step g: points destroyed, meta-weighted (V4)0.04 · 1.33 · 1.330.19 · 1.36 · 1.39−0.19 · 1.38 · 1.420.104B / C (23 of 36)
V4 without arrival modes and the bundle0.03 · 1.33 · 1.370.17 · 1.39 · 1.41−0.19 · 1.38 · 1.380.098B / C (22 of 36)
V4 without durability per point−0.06 · 1.47 · 1.530.14 · 1.41 · 1.34−0.04 · 1.36 · 1.440.111B / C (23 of 36)
V4 without exposure only on the table0.10 · 1.37 · 1.330.16 · 1.36 · 1.36−0.21 · 1.40 · 1.360.089B / C (23 of 36)
V4 without mortal wounds0.04 · 1.33 · 1.370.19 · 1.36 · 1.36−0.16 · 1.40 · 1.440.105B / C (27 of 36)
V4 without Battle-shock damped0.01 · 1.43 · 1.400.20 · 1.32 · 1.41−0.18 · 1.38 · 1.440.092A / C (22 of 36)
V4 without the Support/Leader rule−0.00 · 1.47 · 1.430.10 · 1.48 · 1.41−0.19 · 1.38 · 1.360.070B / B (18 of 36)
V4 without Banner per point−0.02 · 1.43 · 1.370.20 · 1.27 · 1.30−0.14 · 1.20 · 1.360.120B / C (25 of 36)
V4 without Indirect Fire from turn 10.04 · 1.33 · 1.330.19 · 1.36 · 1.39−0.19 · 1.38 · 1.420.104B / C (23 of 36)
V4 without no charge after an advance0.01 · 1.40 · 1.300.16 · 1.41 · 1.43−0.15 · 1.38 · 1.380.108B / C (23 of 36)
V4 without Runner's points gate−0.07 · 1.43 · 1.370.21 · 1.34 · 1.27−0.00 · 1.33 · 1.400.112S / S (1 of 36)
V4 without solo characters pay0.03 · 1.37 · 1.330.20 · 1.34 · 1.32−0.17 · 1.42 · 1.400.102B / C (23 of 36)
V4 without step g: points destroyed, meta-weighted, peak plus breadth−0.02 · 1.47 · 1.400.13 · 1.36 · 1.39−0.21 · 1.36 · 1.330.110B / C (22 of 36)

How units arrive under V4: walk 580, Deep Strike 272, Strategic Reserves 290, in a Dedicated Transport 19 (of 1161; a bundle counts only where the pair beats both parts per point).

Runner's points gate

Runner × a factor of 1 up to 75 pts (the Light weight class's bound in tools/hill.js), falling in a straight line to 0 at 260 pts (twice the Middle bound, 130): 86% at 100 pts, 70% at 130, 32% at 200. Applied to Runner's raw mean before it's ranked, so cheap units take the places big ones leave. S or A Runners: 80 → 34; of them over 130 pts: 27 → 0.

The biggest units that lose an S or A as a Runner:

UnitArmyPtsGateListsMerge onlyWith the gate
Magnus the RedThousand Sons4550%5 of 8A · RunnerD · Banner
MortarionDeath Guard3750%10 of 16S · Hammer + RunnerB · Hammer
C'tan Shard of the Void DragonNecrons3450%21 of 33A · Hammer + RunnerC · Hammer
FulgrimEmperor's Children3400%4 of 22S · RunnerC · Hammer
AngronWorld Eaters3300%5 of 12A · RunnerD · Anvil
RotigusChaos Daemons2800%3 of 18A · Hammer + RunnerB · Hammer
RotigusDeath Guard2800%0 of 16A · Hammer + RunnerB · Hammer
Great Unclean OneChaos Daemons2650%4 of 18A · Hammer + RunnerB · Hammer
Great Unclean OneDeath Guard2650%0 of 16A · Hammer + RunnerB · Hammer
Vashtorr the ArkifaneChaos Space Marines22022%6 of 11S · Hammer + RunnerB · Hammer
Land Raider CrusaderBlack Templars22022%0 of 6A · Hammer + Runner + BannerB · Hammer + Banner
Land Raider CrusaderSpace Marines22022%0 of 84A · Hammer + RunnerB · Hammer

On the Orks review, the gate moves 5 of its 45 units' letters within Orks: Wazdakka Gutsmek (200 pts, theirs S: A → D); Bannernob (35 pts, theirs B: C → B); Stormboyz (70 pts, theirs B: D → C); Wartrakks (70 pts, theirs B: D → C); Ghazghkull Thraka (300 pts, theirs S: C → D).

Solo characters pay for being alone

A single-model character that joins squads (Leading or Supporting links) but is scored on its own, without Lone Operative and not a MONSTER or VEHICLE, is the enemy's first target: its turns alive × 0.5 (Hammer's delivery, Runner's survival and the Battle-shock share all use them). 272 units in the pool; S or A among them 53 → 52. Lone Operatives and big models are untouched.

Space Marines characters with S or A before or after:

CharacterPtsListsTurns aliveBeforeAfterAfter: Hammer / Anvil / Runner / Banner
Ancient in Terminator Armour650 of 842.3 → 1.1S · BannerS · Banner25 / 39 / 89 / 96
Chaplain in Terminator Armour750 of 842 → 1A · Runner + BannerA · Runner + Banner20 / 32 / 98 / 85
Chaplain with Jump Pack750 of 841.2 → 0.6A · Runner + BannerA · Runner + Banner15 / 14 / 99 / 91
Judiciar550 of 841.5 → 0.7A · Runner + BannerA · Runner + Banner10 / 24 / 93 / 94
Librarian in Phobos Armour700 of 841 → 0.5A · Runner + BannerA · Runner + Banner17 / 14 / 86 / 95

Stronger versions, for comparison (not V4): the same yardsticks and the four Chaplains and the Lieutenant with Combi-weapon under each.

SystemSpace Marines: ρ · army · globalTyranids: ρ · army · globalOrks: ρ · army · globalρ with list shareChaplainChaplain in Terminator ArmourChaplain on BikeChaplain with Jump PackLieutenant with Combi-weapon
V40.04 · 1.33 · 1.330.19 · 1.36 · 1.39−0.19 · 1.38 · 1.420.104B · Runner + BannerA · Runner + BannerB · RunnerA · Runner + BannerC · Runner
solo characters at a quarter of their turns alive0.04 · 1.33 · 1.330.19 · 1.36 · 1.39−0.19 · 1.38 · 1.420.104B · Runner + BannerA · Runner + BannerB · RunnerA · Runner + BannerC · Runner
solo characters' whole Runner × 0.5−0.01 · 1.33 · 1.330.19 · 1.39 · 1.39−0.20 · 1.40 · 1.490.124B · BannerB · BannerC · BannerB · BannerC · Runner
the gate bars Runner as the job only (the mean keeps it)−0.08 · 1.30 · 1.370.21 · 1.34 · 1.34−0.09 · 1.38 · 1.400.103B · BannerB · Runner + BannerB · RunnerB · Runner + BannerC · Runner

Step g: Hammer as enemy points destroyed, weighted by the meta

Jordan's addition (2 Oct, via the supervisor). Specialists are bought for one target, and the five-target average buried them; and a dead tank is worth more than dead chaff. So each target's damage delivered before death is counted as the enemy points it destroys (wounds × the stand-in's points per wound, tools/targets.js ppw: GEQ 7, MEQ 8, TEQ 10.67, Light vehicle 13.33, Heavy vehicle 13.75), per 100 pts of the attacker. The targets are weighted by the current meta: each winning-list unit's points (lists × points) fall in the stand-in class it resembles (vehicles, monsters, walkers and aircraft: heavy with 14 or more wounds, light below; everything else: chaff with 1 wound, TEQ with a 2+ save or 3 or more wounds, MEQ otherwise). Hammer = 0.75 × the peak target + 0.25 × the meta-weighted mean, the jobs' own peak-plus-breadth rule. The peak counts a target in full when its class holds at least an even share of the meta (20%) and in proportion below that, so a unit built for a class that's rare in the meta peaks lower. The Hammer tag names the peak's class: (anti-chaff), (anti-elite) for MEQ and TEQ, (anti-tank) for both vehicle classes.

Target classStand-inPoints per woundMeta weight (points share of winning lists)
chaff (GEQ)GEQ710%
MEQMEQ86%
TEQTEQ10.6738%
light vehicles and monstersLight vehicle13.3322%
heavy vehicles and monsters (14+ wounds)Heavy vehicle13.7523%

Hammer units by what they kill under V4: anti-chaff 10, anti-elite 42, anti-tank 348.

UnitArmyPtsListsCommunityBefore gV4Peak targetPoints destroyed per 100 pts: GEQ / MEQ / TEQ / Light vehicle / Heavy vehicle
TyrannofexTyranids1707 of 23SS · Hammer + AnvilS · Hammer + Anvil (anti-tank)Light vehicle225.1 / 211.0 / 192.3 / 370.7 / 367.9
BarbgauntsTyranids550 of 23–B · Hammer + AnvilB · AnvilGEQ255.6 / 125.6 / 62.8 / 40.7 / 21.0
Eradicator SquadSpace Marines901 of 84SD · HammerC · Hammer (anti-tank)Light vehicle51.6 / 94.4 / 67.9 / 122.2 / 105.6
ExocrineTyranids1354 of 23AA · HammerB · Hammer (anti-elite)TEQ115.0 / 176.1 / 184.7 / 166.1 / 138.3
Hive GuardTyranids801 of 23AA · HammerS · Hammer (anti-tank)Light vehicle152.0 / 104.3 / 139.1 / 324.2 / 224.0

The named units

Global letters. The community tier is the panel list's, where it grades the unit. The job is V4's.

UnitArmyPtsListsCommunityTodayV3V2cV4V4 jobV4 arrivesV4 Hammer / Anvil / Runner / Banner
MortarionDeath Guard37510 of 16–SASBHammer (anti-tank)Deep Strike89 / 61 / 0 / 59
ChaplainSpace Marines600 of 84–DBBBRunner + BannerReserves10 / 21 / 90 / 91
Chaplain in Terminator ArmourSpace Marines750 of 84–DCAARunner + BannerDeep Strike17 / 32 / 98 / 85
Chaplain on BikeSpace Marines700 of 84–DDABRunnerwalks12 / 25 / 98 / 72
Chaplain with Jump PackSpace Marines750 of 84–DCAARunner + BannerDeep Strike16 / 14 / 99 / 91
Lieutenant with Combi-weaponSpace Marines950 of 84A (Space Marines)DBCCRunnerwalks19 / 12 / 86 / 0
BiovoresTyranids6022 of 23S (Tyranids)SDDDRunnerwalks33 / 32 / 39 / 0
Eradicator SquadSpace Marines901 of 84S (Space Marines)BDDCHammer (anti-tank)Reserves71 / 59 / 55 / 0
VenomDrukhari6513 of 13–SBBARunner + BannerDeep Strike43 / 25 / 88 / 91
DefilerDeath Guard3009 of 16–SSCCHammer (anti-tank)Reserves75 / 39 / 0 / 60
Knight CastellanImperial Knights4257 of 12–SCDCHammer (anti-tank)walks74 / 55 / 0 / 58
Old One EyeTyranids1404 of 23B (Tyranids)SABAHammer + Banner (anti-tank)Reserves89 / 75 / 28 / 86
Tyranid Prime with Lash WhipTyranids7511 of 23C (Tyranids)SABABannerwalks0 / 24 / 48 / 97
HormagauntsTyranids7013 of 23S (Tyranids)SSAAAnvilwalks36 / 99 / 58 / 0
TyrannofexTyranids1707 of 23S (Tyranids)SSASHammer + Anvil (anti-tank)walks100 / 92 / 19 / 0
BarbgauntsTyranids550 of 23–BBBBAnvilwalks71 / 90 / 47 / 0
ExocrineTyranids1354 of 23A (Tyranids)SBBBHammer (anti-elite)walks90 / 77 / 28 / 0
Hive GuardTyranids801 of 23A (Tyranids)SCBSHammer (anti-tank)walks99 / 77 / 69 / 0
Centurion Assault SquadSpace Marines1500 of 84C (Space Marines)SABCAnvilReserves75 / 83 / 29 / 0
Centurion Devastator SquadSpace Marines1750 of 84C (Space Marines)AACBHammer (anti-tank)Reserves92 / 71 / 17 / 0
Terminator SquadSpace Marines1601 of 84C (Space Marines)ASBBHammer (anti-tank)Deep Strike89 / 74 / 32 / 0
Scout SquadSpace Marines651 of 84S (Space Marines)CBBBAnvil + Runnerwalks47 / 83 / 95 / 0

Five-turn delivery profiles under V4

Each turn: the distance to the enemy after moving, whether its guns reach or the charge chance, whether it can be shot (exposed) or not (off the table or inside the transport), and the chance it's still alive at the start of the turn. Turns alive come from durability per point (the median unit lives 2 turns) and are used up only on exposed turns. The last column is Hammer's raw number under step g: enemy points destroyed before death per 100 pts, 0.75 × the peak target + 0.25 × the meta-weighted mean (a bundle's per 100 pts of the pair, its transport's guns included). A Rhino can't carry Intercessors under the BSData commit we read (it excludes TACTICUS models), so the Rhino row is a what-if; the Impulsor is the legal ride.

Unit (how it arrives)Turn 1Turn 2Turn 3Turn 4Turn 5Hammer's raw number: enemy points destroyed per 100 pts (peak and breadth)
Eradicator Squad (reserves, 90 pts; lives 2.2 turns)off table, alive 100%18" in range, exposed, alive 100%10" in range, charge 17%, exposed, alive 100%7" in range, charge 58%, exposed, alive 20%4" in range, charge 92%, exposed, alive 0%113.8
Scout Squad (walk, 65 pts; lives 2.1 turns)6" in range, charge 72%, exposed, alive 100%0" in range, charge 100%, exposed, alive 100%0" in range, charge 100%, exposed, alive 9%0" in range, charge 100%, exposed, alive 0%0" in range, charge 100%, exposed, alive 0%62.7
Centurion Assault Squad (reserves, 150 pts; lives 3 turns)off table, alive 100%18" in range, exposed, alive 100%11" in range, charge 8%, exposed, alive 100%4" in range, charge 92%, exposed, alive 100%0" in range, charge 100%, exposed, alive 0%123.3
Centurion Devastator Squad (reserves, 175 pts; lives 2.6 turns)off table, alive 100%18" in range, exposed, alive 100%15" in range, exposed, alive 100%12" in range, charge 3%, exposed, alive 57%9" in range, charge 28%, exposed, alive 0%186.8
Intercessor Squad in a Rhino (145 pts together; not legal: BSData's Rhino excludes TACTICUS; bundle test passes)off table, alive 100%9" in range, charge 28%, exposed, alive 100%0" in range, charge 100%, exposed, alive 100%0" in range, charge 100%, exposed, alive 18%0" in range, charge 100%, exposed, alive 0%73.6
Intercessor Squad in an Impulsor (150 pts together; legal; bundle test fails)off table, alive 100%9" in range, charge 28%, exposed, alive 100%0" in range, charge 100%, exposed, alive 100%0" in range, charge 100%, exposed, alive 18%0" in range, charge 100%, exposed, alive 0%183.5
Intercessor Squad as V4 chose (reserves)off table, alive 100%18" in range, exposed, alive 100%9" in range, charge 28%, exposed, alive 100%0" in range, charge 100%, exposed, alive 18%0" in range, charge 100%, exposed, alive 0%73.1

Tyranids against the Auspex list

In plain words. Our maths and Auspex agree on the big shooting monsters and on the bottom of the list, and disagree on the units Tyranid players take for their rules.

Those are rules, not dice, and they're the next things to model.

The list: Auspex Tactics, "Strongest Tyranids Units?", YouTube, 11th edition (after the latest balance update; Tyranids about a 51% win rate). Ranked by what is used to success now; the author stresses detachments. Tier 1 = S, Tier 2 = A, Tier 3 = B (usable or niche; its upper and lower halves not separated in the summary), Tier 4 = C, Tier 5 = D. Units the summary did not mention (Termagants, Genestealers, the Broodlord, the Lictor, Gargoyles and others) are not graded, not D. Reasons blank: the transcript was not read. Global letters throughout; "Lists" is the Tyranid winning lists that took the unit. Value is today's maths-only number (its letter by the fixed bands). V4's tag carries what its Hammer kills (step g).

Legend. Hammer, Anvil, Runner and Banner are V4's four job percentiles over every non-Legends unit (0 to 100; the letter comes from 0.75 × the best allowed job + 0.25 × the mean of the four). Offense is wounds removed per 100 pts (the five targets' mean) and Defense hits needed to destroy the unit per 100 pts (the five attackers' mean), each with its published percentile in brackets. In reach: turns of the five its guns reach or it charges (a charge counts its chance). Alive: turns alive under typical fire from durability per point, used up only on exposed turns. Arrives: the arrival mode V4 chose.

UnitAuspexListsTodayValueV3V4PtsHammerAnvilRunnerBannerOffense /100 pts (pct)Defense /100 pts (pct)In reachAliveArrives
BiovoresS22 of 23SD (25)D · AnvilD · Runner6033323902.2 (14)30.1 (36)51.8walk
NeurolictorS17 of 23SD (34)B · RunnerB · Runner80342198732.4 (21)24.3 (47)4.91.9walk
ZoanthropesS16 of 23SA (75)C · HammerB · Hammer (anti-tank)9089464605.5 (91)28.2 (60)52.3walk
HormagauntsS13 of 23SB (53)S · Anvil + BannerA · Anvil7036995803.6 (45)21.9 (60)3.92.5walk
The SwarmlordS13 of 23SB (61)S · Hammer + BannerB · Banner210614213904.5 (64)57.5 (59)42.8Reserves
RavenersS12 of 23SB (63)D · AnvilD · Anvil12540523204.9 (88)27.2 (39)3.31.8Deep Strike
Von Ryan's LeapersS12 of 23SA (71)B · RunnerB · Runner5568799405.2 (72)37.5 (70)52.5walk
Hyperadapted RavenersS11 of 23SB (56)D · HammerD · Banner165423617626.2 (91)20.6 (22)41.4Deep Strike
MaleceptorS8 of 23AB (60)D · HammerC · Hammer (anti-elite)18075571603.7 (33)56.2 (87)43.3Reserves
Norn EmissaryS8 of 23AB (56)B · HammerC · Hammer (anti-tank)25076661103.7 (28)77.1 (84)53.4walk
TyrannofexS7 of 23SS (93)S · Hammer + AnvilS · Hammer + Anvil (anti-tank)170100921905.3 (86)117.5 (100)54.4walk
Hive TyrantS6 of 23AA (71)C · BannerC · Banner195504614793.8 (73)61.9 (68)2.63Reserves
Norn AssimilatorS5 of 23AA (69)C · HammerC · Hammer (anti-tank)25085661104.3 (60)76.7 (78)43.3walk
NeurotyrantA17 of 23SD (35)C · BannerC · Banner130344120832.4 (13)32.2 (57)42.2Reserves
The Red TerrorA10 of 23AB (64)D · HammerD · Hammer (anti-tank)13046443104.8 (89)38.5 (38)3.32Deep Strike
DeathleaperA7 of 23AA (68)B · RunnerA · Runner80562899733.8 (70)33.8 (65)4.92.3walk
ExocrineA4 of 23SS (84)B · HammerB · Hammer (anti-elite)13590772804.6 (81)71.4 (87)53.5walk
PyrovoresA4 of 23AA (73)D · AnvilC · Anvil4066676604.8 (71)45.2 (75)42.7transport (Tyrannocyte)
Hive GuardA1 of 23SS (85)C · HammerS · Hammer (anti-tank)8099776905.5 (80)57.3 (90)53.7walk
Winged Hive TyrantA1 of 23BB (58)D · HammerD · Hammer (anti-tank)18553451803.1 (55)55.6 (62)3.32.7Deep Strike
TrygonB6 of 23SS (85)B · HammerB · Hammer (anti-elite)14088754305.3 (85)68.9 (85)43.5Deep Strike
PsychophageB5 of 23BB (61)C · AnvilC · Anvil11068766303.4 (28)77.7 (94)43.9walk
Old One EyeB4 of 23SS (86)A · Hammer + BannerA · Hammer + Banner (anti-tank)140897528864.5 (78)98.3 (94)2.63.8Reserves
Tyranid Warriors with Melee Bio-WeaponsB4 of 23AA (67)B · AnvilC · Anvil7520844006.7 (94)27.2 (39)2.31.8Reserves
Tyrant GuardB4 of 23SS (84)B · AnvilB · Anvil8057897603.9 (69)85.4 (99)2.34.2Reserves
HaruspexB3 of 23SS (93)B · Hammer + AnvilA · Hammer + Anvil (anti-tank)12593833406.2 (96)77.1 (90)33.7Reserves
Screamer-killerB3 of 23SS (87)B · HammerB · Hammer (anti-elite)12588743206.2 (86)81.8 (88)43.4Reserves
MawlocB2 of 23AA (72)C · HammerC · Anvil13572774703.6 (57)71.4 (87)3.33.5Deep Strike
NeurogauntsB2 of 23CC (46)S · Anvil + BannerA · Anvil45271006301.4 (9)33.7 (82)2.33.4Reserves
Parasite of MortrexB1 of 23CD (16)B · RunnerB · Runner7015179202.3 (21)16.1 (11)3.31Deep Strike
Ripper SwarmsB1 of 23CD (10)B · BannerA · Banner3014078971.3 (3)11.5 (17)3.31.3Deep Strike
VenomthropesB1 of 23BB (55)A · BannerB · Banner55317872833.8 (44)37.1 (67)2.62.4Reserves
TervigonB0 of 23BB (62)B · AnvilB · Anvil16068932202.7 (25)119.9 (98)44.1Reserves
Tyranid Prime with Lash WhipC11 of 23SB (59)A · BannerA · Banner7502448976.5 (97)24.6 (21)3.90.7walk
CarnifexesC4 of 23SS (93)B · Hammer + AnvilA · Hammer + Anvil (anti-tank)9092885806.6 (94)90.7 (93)43.6Reserves
Tyranid Warriors with Ranged Bio-WeaponsC1 of 23BB (56)B · AnvilB · Anvil6066935607.6 (54)34.0 (57)42.2transport (Tyrannocyte)
TyrannocyteC0 of 23BB (52)C · BannerS · Runner + Banner80607091912.9 (11)71.6 (93)43.8Deep Strike
HarpyD0 of 23DD (26)D · HammerD · Hammer (anti-tank)1853201202.5 (14)36.8 (37)51.9walk
HarridanD0 of 23DD (22)D · HammerD · Hammer (anti-tank)610360002.4 (15)33.7 (29)51.8walk
HierophantD0 of 23DD (33)D · BannerD · Banner81042360622.4 (10)46.2 (55)42.4Reserves
Hive CroneD0 of 23CC (40)D · HammerD · Hammer (anti-tank)1705401303.7 (37)40.0 (44)52.1walk
Mucolid SporesD0 of 23DD (6)D · HammerC · Runner30007800.0 (0)10.7 (11)01.2walk
Spore MinesD0 of 23DD (6)D · HammerD · Runner55007100.0 (0)6.5 (11)01.2walk
SporocystD0 of 23DD (30)D · HammerD · Hammer (anti-elite)1453001502.2 (7)47.8 (53)42.5Reserves
Barbed HieroduleC––––not scored: Legends in BSData (Barbed Hierodule [Legends]), outside the pool––––––––––

Same letter / within one letter of Auspex's, of 44: today 21 / 37, Value 12 / 27, V3 19 / 27, V4 14 / 26.

Where Auspex rates a unit higher than V4 does (20 units; the 10 biggest gaps, then by lists):

UnitAuspexV4Letters apartListsDiagnosisWhy (our reading)
BiovoresSD · Runner422 of 23missing ruleEach turn it can place a new Spore Mines unit up to 48" away instead of shooting: board presence, screens and action bodies; we score only its own gun
RavenersSD · Anvil412 of 23missing ruleDeep Strike plus a free return to Strategic Reserves at the end of the enemy turn, so it re-arrives every round to score or threaten; we play one arrival
Hyperadapted RavenersSD · Banner411 of 23utility we don't measureBought to lead Raveners (Sustained Hits for the joined unit) and to make Rapid Ingress cheaper and repeatable; scored alone, 165 pts buys one unit's damage
The Red TerrorAD · Hammer (anti-tank)310 of 23missing ruleGoes back to Strategic Reserves after fighting and heals when it eats infantry, so it strikes again and again; we play one arrival and no healing
MaleceptorSC · Hammer (anti-elite)38 of 23utility we don't measureIts aura makes enemies within 6" worse at hitting (and wounding, once below half); a defensive debuff on the enemy, which Banner doesn't count
Norn EmissarySC · Hammer (anti-tank)38 of 23missing ruleSingular Purpose: re-rolls against one chosen enemy, or OC 15 and a 5+ Feel No Pain on one objective; plus durability per point prices a 250-pt monster down (the size question)
Hive TyrantSC · Banner36 of 23utility we don't measureA 1 CP discount every round, an aura that gives nearby shooters Assault and Lethal Hits, and Synapse; we credit auras at a median lift and CP not at all
Norn AssimilatorSC · Hammer (anti-tank)35 of 23missing ruleSingular Purpose as the Emissary (re-rolls into its chosen target, or a near-immovable objective holder); the same size question
Winged Hive TyrantAD · Hammer (anti-tank)31 of 23consensus likely wrongIn 1 of 23 winning lists; its CP discount and Paroxysm aren't ours to count yet, but players aren't taking it either
NeurolictorSB · Runner217 of 23utility we don't measureForces a Battle-shock test each turn and makes shocked enemies within 12" worse and easier for Tyranids to wound; a cheap Lone Operative infiltrator; we score its claws and Runner only

Where V4 rates a unit higher than Auspex does (10 units):

UnitAuspexV4Letters apartListsDiagnosisWhy (our reading)
TyrannocyteCS · Runner + Banner30 of 23missing ruleIt must start in Reserves, drops its cargo once and can't take any back; our Runner and transport credit treat it as a reusable mission unit (0 of 23 lists)
Tyranid Prime with Lash WhipCA · Banner211 of 23consensus likely wrongIn 11 of 23 winning lists; leads Hormagaunts, Termagants and Warriors and gives the squad Sustained Hits, which is what we credit
CarnifexesCA · Hammer + Anvil (anti-tank)24 of 23acceptable variance90 pts of tough monster with strong damage per point on paper; in 4 of 23 lists, a two-letter gap on one reviewer's call
Old One EyeBA · Hammer + Banner (anti-tank)14 of 23acceptable varianceOne letter apart; leads Carnifexes, in 4 of 23 lists
HaruspexBA · Hammer + Anvil (anti-tank)13 of 23acceptable varianceOne letter apart; a hard-hitting monster per point, in 3 of 23 lists
NeurogauntsBA · Anvil12 of 23acceptable varianceOne letter apart; cheap bodies with OC score well as Anvil per point, in 2 of 23 lists
Hive GuardAS · Hammer (anti-tank)11 of 23acceptable varianceOne letter apart; step g makes it our best anti-tank per point, but it's in 1 of 23 lists, so players agree with Auspex more than with us
Ripper SwarmsBA · Banner11 of 23data errorOurs: an aura's credit is divided by the bearer's points, so a 30-pt unit's aura looks huge in Banner
Tyranid Warriors with Ranged Bio-WeaponsCB · Anvil11 of 23acceptable varianceOne letter apart; we deliver them in a Tyrannocyte, the bundle the panel and the lists rate low
Mucolid SporesDC · Runner10 of 23acceptable varianceOne letter apart; a 30-pt screen with nothing to hit with, Runner by cheapness

Why six Tyranid units land where they do

Jordan, 2 Oct, via the supervisor: "Are we not scoring all domains anymore? For melee units with great movement, is mobility not reaching Hammer (the Red Terror, Raveners)?" We still score all four domains for every unit; the tag only names the winning one. The table above now shows all four, and the raw numbers under them. Below: each unit's five turns as V4 plays them, every arrival mode it could take, and what each Hammer term costs it.

The five-turn delivery profiles under V4. Each turn: the distance to the enemy after moving, whether its guns reach or the chance its charge comes off, whether it can be shot (exposed) or not (shielded: off the table or inside a transport), the chance it's still alive, and the wounds it removes that turn if alive (the five targets' mean; a charge counts by its chance, guns add a little Overwatch). Turns alive come from durability per point and are used up only on exposed turns: a unit that lives 1.8 turns is alive for all of its first exposed turn, 80% of its second and gone after. Delivered is the sum of each turn's wounds × alive. The last column is Hammer's raw number (enemy points destroyed per 100 pts under step g) and its percentile.

Unit (arrives; pts; turns alive)Turn 1Turn 2Turn 3Turn 4Turn 5Delivered (wounds, alive-weighted)Hammer raw · pct
Raveners (Deep Strike; 125 pts; 1.8)off the table (shielded)9", charge 28%; exposed; alive 100%; 1.71 wounds0", charge 100%; exposed; alive 77%; 6.17 wounds0", charge 100%; exposed; alive 0%; 6.17 wounds0", charge 100%; exposed; alive 0%; 6.17 wounds6.551.2 · 40
The Red Terror (Deep Strike; 130 pts; 2)off the table (shielded)9", charge 28%; exposed; alive 100%; 1.74 wounds0", charge 100%; exposed; alive 96%; 6.28 wounds0", charge 100%; exposed; alive 0%; 6.28 wounds0", charge 100%; exposed; alive 0%; 6.28 wounds7.861.8 · 46
Neurolictor (walk; 80 pts; 1.9)4", charge 92%; exposed; alive 100%; 1.76 wounds0", charge 100%; exposed; alive 88%; 1.92 wounds0", charge 100%; exposed; alive 0%; 1.92 wounds0", charge 100%; exposed; alive 0%; 1.92 wounds0", charge 100%; exposed; alive 0%; 1.92 wounds3.438.6 · 34
Biovores (walk; 60 pts; 1.8)30", in range; exposed; alive 100%; 1.18 wounds27", in range; exposed; alive 79%; 1.28 wounds24", in range; exposed; alive 0%; 1.28 wounds21", in range; exposed; alive 0%; 1.28 wounds18", in range; exposed; alive 0%; 1.28 wounds2.237.8 · 33
Hormagaunts (walk; 70 pts; 2.5)16.5", nothing reaches; exposed; alive 100%; 0 wounds3.5", charge 92%; exposed; alive 100%; 2.28 wounds0", charge 100%; exposed; alive 52%; 2.49 wounds0", charge 100%; exposed; alive 0%; 2.49 wounds0", charge 100%; exposed; alive 0%; 2.49 wounds3.643.6 · 36
Von Ryan's Leapers (walk; 55 pts; 2.5)0", charge 100%; exposed; alive 100%; 2.86 wounds0", charge 100%; exposed; alive 100%; 2.86 wounds0", charge 100%; exposed; alive 52%; 2.86 wounds0", charge 100%; exposed; alive 0%; 2.86 wounds0", charge 100%; exposed; alive 0%; 2.86 wounds7.2103.8 · 68

Every arrival mode each could take. V4 keeps the mode that gives the best composite. A Tyrannocyte bundle only counts when the pair beats both the passenger alone and the Tyrannocyte alone per point. For the five of the six that can ride one, the bundle fails, because the Tyrannocyte on its own scores more per point than the pair.

UnitArrivalDistance after moving, turns 1–5 (")Hammer rawHammer pctEnemy points destroyed per 100 pts: GEQ / MEQ / TEQ / Light vehicle / Heavy vehicle
Ravenerswalk16.5 / 3.5 / 0 / 0 / 034.53233.9 / 41.9 / 35.4 / 30.6 / 23.7
RavenersDeep Strike (chosen)– / 9 / 0 / 0 / 051.24050.3 / 62.2 / 52.5 / 45.4 / 35.2
RavenersReserves– / 18 / 5 / 0 / 031.43130.8 / 38.1 / 32.2 / 27.8 / 21.6
Ravenerstransport (Tyrannocyte), fails the bundle test– / 9 / 0 / 0 / 065.54871.1 / 87.5 / 66.9 / 58.2 / 42.4
The Red Terrorwalk16.5 / 3.5 / 0 / 0 / 0443640.7 / 45.4 / 40.7 / 45.0 / 36.3
The Red TerrorDeep Strike (chosen)– / 9 / 0 / 0 / 061.84657.2 / 63.7 / 57.2 / 63.2 / 51.0
The Red TerrorReserves– / 18 / 5 / 0 / 0403437.0 / 41.2 / 37.0 / 40.9 / 33.0
Neurolictorwalk (chosen)4 / 0 / 0 / 0 / 038.63465.5 / 39.9 / 39.9 / 33.3 / 12.9
NeurolictorDeep Strike– / 9 / 0 / 0 / 024.92842.2 / 25.7 / 25.7 / 21.4 / 8.3
NeurolictorReserves– / 18 / 7 / 0 / 0111818.7 / 11.4 / 11.4 / 9.5 / 3.7
Neurolictortransport (Tyrannocyte), fails the bundle test– / 9 / 0 / 0 / 056.34472.9 / 76.3 / 57.6 / 49.8 / 31.0
Biovoreswalk (chosen)30 / 27 / 24 / 21 / 1837.83341.7 / 41.2 / 39.6 / 27.5 / 18.9
BiovoresReserves– / 18 / 15 / 12 / 937.83341.7 / 41.2 / 39.6 / 27.5 / 18.9
Biovorestransport (Tyrannocyte), fails the bundle test– / 9 / 6 / 3 / 066.94879.0 / 91.3 / 68.6 / 56.9 / 39.0
Hormagauntswalk (chosen)16.5 / 3.5 / 0 / 0 / 043.63689.2 / 41.1 / 36.6 / 34.3 / 23.5
HormagauntsReserves– / 18 / 5 / 0 / 0413584.0 / 38.7 / 34.4 / 32.3 / 22.2
Hormagauntstransport (Tyrannocyte), fails the bundle test– / 9 / 0 / 0 / 068.449107.3 / 91.7 / 69.0 / 61.7 / 42.4
Von Ryan's Leaperswalk (chosen)0 / 0 / 0 / 0 / 0103.868212.6 / 146.8 / 97.9 / 61.1 / 42.0
Von Ryan's LeapersReserves– / 18 / 5 / 0 / 055.844114.3 / 78.9 / 52.6 / 32.9 / 22.6
Von Ryan's Leaperstransport (Tyrannocyte), fails the bundle test– / 9 / 0 / 0 / 08055123.2 / 117.9 / 81.5 / 64.1 / 44.1

What each Hammer term costs. Each column changes one thing and keeps the rest of V4:

Each cell: Hammer's raw number · its percentile · the letter it would give with the other three jobs held (S and A are cut within the job, B and C overall). The meta weights (the points share of winning lists by class): GEQ 10%, MEQ 6%, TEQ 38%, Light vehicle 22%, Heavy vehicle 23%; points per wound: GEQ 7, MEQ 8, TEQ 10.67, Light vehicle 13.33, Heavy vehicle 13.75. The composite's cuts in V4: B from 75.4, C from 60.3; in the Hammer job A from 80.1 and S from 86.7, in the Anvil job A from 84.9 and S from 87.6, in the Runner job A from 87.5 and S from 92.6 (S and A places go to each job by its points share of winning lists: Hammer 42%, Anvil 20%, Runner 15%, Banner 23%). The Hammer job's percentile for an S is 93 or more in V4 and the median unit's Hammer raw is 70.4.

UnitV4 (solo modes)Lives all five turnsNo exposure ruleDeep Strike arrives in combatMove 12"Step g off: wounds per 100 pts, five-target meanStep g in wounds, not pointsStep g with even target weightsOffense: wounds per 100 pts at full reach (pct)
Raveners51.2 · 41 · D191.6 · 93 · A34.5 · 32 · D86.6 · 60 · D51.2 · 41 · D5.2 · 41 · D4.8 · 39 · D58.9 · 38 · D4.9 (88)
The Red Terror61.8 · 47 · D195.1 · 93 · A44 · 37 · D97.8 · 66 · D61.8 · 47 · D6 · 47 · D5.3 · 43 · D62.4 · 39 · D4.8 (89)
Neurolictor38.6 · 34 · B105.8 · 69 · A38.6 · 34 · B40.4 · 35 · B40.4 · 35 · B4.3 · 37 · A4.4 · 37 · A58.7 · 38 · A2.4 (21)
Biovores37.8 · 33 · D108.9 · 70 · C37.8 · 33 · Dno Deep Strike37.8 · 33 · D3.6 · 34 · D3.6 · 33 · D39.7 · 31 · D2.2 (14)
Hormagaunts43.6 · 36 · A118.6 · 73 · S43.6 · 36 · Ano Deep Strike46.1 · 38 · A5.1 · 40 · A5.8 · 46 · A78.1 · 47 · A3.6 (45)
Von Ryan's Leapers103.8 · 68 · B205.7 · 95 · S103.8 · 68 · Bno Deep Strike103.8 · 68 · B13.1 · 85 · B13.9 · 86 · B187.5 · 88 · B5.2 (72)

Raveners: D · Anvil (Hammer 40, Anvil 52, Runner 32, Banner 0). Damage per point isn't the problem: at full reach they remove 4.9 wounds per 100 pts, the 88th percentile. Durability per point is. Their Defense is 27.2 hits per 100 pts, the 39th percentile, so they live 1.8 exposed turns, and the first of those is spent on the Deep Strike turn, where a 9" charge comes off 28% of the time. That leaves one full fight (6.2 wounds at 77% alive) and nothing after: 6.5 wounds delivered, against 26 if they lived all five turns.

With Hammer at 40, their best job is Anvil at 52, and the composite (46.8) sits below C's cut (60.3). What players buy them for is Death From Below: they leave at the end of the enemy's turn and come back where they're needed. We don't play that yet, and it would feed Runner (any objective, any round) and Hammer's choice of target more than it would keep them alive: they still face one enemy turn on the table per arrival.

The Red Terror: D · Hammer (anti-tank) (Hammer 46, Anvil 44, Runner 31, Banner 0). Its story is the same as the Raveners'.

Two of its rules would change this, and both are about life rather than damage:

The Neurolictor: B · Runner (Hammer 34, Anvil 21, Runner 98, Banner 73). It is already near the top of Runner. Its composite, 87.4, misses the Runner job's A cut, 87.5, by 0.1. Runner gets 15% of the S and A places (its points share of winning lists), so its cut is the highest of the four jobs. Its claws remove 2.4 wounds per 100 pts (21st percentile). It infiltrates 12" away, moves to 4" and charges on turn 1 at 92%, so Hammer is low because it hits soft, not because it arrives late. The table below answers the brief's three questions.

Biovores: D · Runner (Hammer 33, Anvil 32, Runner 39, Banner 0).

Hormagaunts: A · Anvil (Hammer 36, Anvil 99, Runner 58, Banner 0). The nearest to Auspex's S of the six:

Von Ryan's Leapers: B · Runner (Hammer 68, Anvil 79, Runner 94, Banner 0). The best Hammer of the six per point. They infiltrate at 12", move 10" and fight from turn 1, delivering 7.2 wounds on 55 pts (Hammer raw 103.8 against a median of 70.4).

The Neurolictor's invulnerable save, Lone Operative and aura

WhatRawPercentileLetter (other jobs held)
Defense: hits to destroy per 100 pts, Small arms / Special / Plasma / Elite / Anti-tank52.5 / 35 / 15 / 11.3 / 7.647–
The same without its 4+ invulnerable save52.5 / 26.3 / 9 / 6.8 / 3.8––
Turns alive (durability per point), with / without the invulnerable save1.9 / 1.2––
Anvil: Defense × OC per 100 pts (1 OC on 80 pts) × Battle-shock2821–
Anvil without the invulnerable save22.617–
Anvil if Lone Operative doubled its durability (not in V4)55.934–
Anvil if it had OC 2 (what an action body is worth on an objective, not in V4)55.934–
Runner: reach, survival (Lone Operative doubles it), Battle-shock, half of action economy and footprint, × the points gate62.698–
Runner without Lone Operative49.988–
Banner: leader lift 0 + its aura counted at the median Leader lift (1 aura × 2 units, 1) + detachment credit 0173–
Banner's raw at the 80th percentile (where a second job is named) and at the 93rd (an S's)1.3 / 280 / 93–
V4 as scored: Hammer / Anvil / Runner / Banner34 / 21 / 98 / 73–B · Runner
Its composite (0.75 × Runner + 0.25 × the mean of the four) against the cuts in the Runner job: S from 92.6, A from 87.5, B from 75.4; the Runner job's share of the S and A places (its points share of winning lists)87.415%–

Tyranid rules to model (the shopping list)

From the units Auspex rates higher than V4. Each is a rule we don't play out, the way it would go into our effect vocabulary (our words, a proposed shape, nothing built), and the job it would feed. Carded as T-540.

Rule (our reading)UnitsHow we'd express itFeeds
Seed Spore Mines: instead of shooting, add a new Spore Mines unit (one model per Biovore) anywhere within 48", more than 8" from the enemy, once a turnBiovoresnew kind spawn in unitfx: { unit: "Spore Mines", per: "turn", instead: "shoot", models: "per model", range: 48, away: 8 }; each spawned unit scored as its own body (OC, an action, a screen) for the turns left, credited to the Biovores per pointRunner (action bodies) and Banner (screens), Anvil a little
Death From Below: at the end of the enemy turn, if not engaged, go back to Strategic ReservesRaveners (and Hyperadapted Raveners leading them)new kind rearrive in unitfx: { when: "end of enemy turn", unless: "engaged" }; the delivery model plays a new arrival each round (9" away, or on an objective) instead of oneRunner (reach any objective each round) and Hammer (a fresh target each arrival); not life, since the enemy turn is still on the table
Subterranean Hunter: at the end of a Fight phase, if not engaged, go back to Strategic ReservesThe Red Terrorrearrive with { when: "end of fight", unless: "engaged" }; in the delivery model a turn that ends with its target dead is shielded from the enemy's next turnHammer (fewer exposed turns, so more turns alive used fighting), Runner
Swallow Whole: heals a few wounds for each infantry, mounted or beast model its maw killsThe Red Terrornew kind heal in unitfx: { per: "model slain", vs: ["INFANTRY", "MOUNTED", "BEASTS"], wounds: "D3+2", weapon: "Gaping maw" }; healing per fight added to turns aliveHammer and Anvil (turns alive)
Neural Disruption and Psychological Saboteur: forces one enemy within 12" to test for Battle-shock each Command phase; a shocked enemy within 12" is −1 to hit and Tyranids are +1 to wound itNeurolictornew kind shock in unitfx: { forces: 1, range: 12, per: "turn" }, with the chance it fails from the enemy's Leadership mix; while shocked, an enemy-side aura { range: 12, mods: { hit: -1 } } and the existing +1 to wound for friendly Tyranids, applied at that chanceBanner (enemy OC removed, friends' damage up, enemy damage down)
Encephalic Diffusion: enemies within 6" are −1 to hit, and −1 to wound too once below half strengthMaleceptoran enemy-side aura in unitfx: { side: "enemy", range: 6, mods: { hit: -1 }, below: { wound: -1 } }; raises its own hits to destroy and those of friends near itAnvil (its own durability) and Banner (friends' durability, as an aura)
Singular Purpose: re-roll hits and wounds against one enemy unit chosen at the start, or OC 15 and a 5+ Feel No Pain on one chosen objectiveNorn Emissary, Norn Assimilatorunitfx with a chosen condition: { when: { chosen: true }, mods: { rerollHit: "all", rerollWound: "all" } }, assumed true against its peak target; the other branch { oc: 15, fnp: 5, when: { onObjective: true } }; the unit takes whichever branch scores betterHammer (the peak target) or Anvil
Will of the Hive Mind: once a round, a stratagem on a Tyranid unit within 12" costs 1 CP lessHive Tyrant, Winged Hive Tyrantnew kind cp in unitfx: { perRound: 1, range: 12, once: "army" }; a CP valued at a constant to be set from the army's median stratagem effect (a new constant, documented when it's built)Banner
Onslaught: friendly Tyranid units within 6" get Assault and Lethal Hits on their ranged weaponsHive Tyrantan aura in armyfx's shape: { from: "Hive Tyrant", range: 6, to: "TYRANIDS", effects: [{ side: "att", mods: { lethal: true, assault: true }, when: { type: "ranged" } }] }; credited at the real lift on its army's best shooting squad instead of the median Leader'sBanner
Leads Raveners (Sustained Hits for the squad) and makes Rapid Ingress cheaperHyperadapted Ravenersa leaderfx entry for what it gives Raveners (there is none yet), scored with Raveners' delivery (rearrive), plus cp for the stratagem discountBanner

The systems

The jobs' names are Jordan's (2 Oct) and our own words, not Games Workshop keywords: Hammer (hitting), Anvil (holding), Runner (running the secondaries, V2 only) and Banner (enabling others). A unit's tag reads like "S · Hammer" or "A · Banner".

Offense and Defense stay the published raw pair under either version (Jordan, 2 Oct: "quite solid math… more data is better"): every unit page and Rankings row keeps them with their percentile chips; the jobs are built from them and never replace them. V2 would add damage before death as a third shown number.

V2's jobs, as built here. Hammer: damage before death, the wounds it removes per turn per 100 pts (Offense's rule, the better of shooting and melee into each target, best loadout per target) × the turns it lives under typical fire (each attacker type's hits to destroy it over half the median unit's, so the median unit lives 2 turns; at least 1, at most 5). Durability counts here and in Anvil on purpose. Anvil: Defense per 100 pts × OC per 100 pts × the chance to pass a Battle-shock test (2D6 at its Leadership) × 1.15 where it heals or returns models (a returned model or a few wounds a turn restores roughly a tenth to a fifth of a unit over a game, so a modest lift). Runner: the mean of four percentiles: reach (Move, Fly, Deep Strike, Scouts, Infiltrators), units per 100 pts, a small footprint (models × a base size by type: infantry 1, mounted 2, walkers 3, light vehicles 4, monsters and battle tanks 5, aircraft 6, Titanic 12; swarms double) and Leadership. Strategic Reserves are open to nearly every unit, so they don't separate units and aren't counted. Banner: what it lends others per 100 pts: a Leader's lift on its best squad (T-062's measure), auras (up to 2), Transport, revives. Transport capacity and CP economy aren't in our data yet (BSData gives capacity as text), so a transport counts 1. V2's parts are equally weighted; nothing is fitted. Banner here uses T-527's scores for the 451 characters it scores (what each adds to its best squad per point against more bodies, tools/banner.js), mapped onto those characters' places so the order changes and their standing against other units doesn't.

V1's Anvil, as built here: the hits the unit takes to destroy per 100 pts (Defense's raw number, each of the five attacker types) × its Objective Control (OC × models), averaged over the attackers, then ranked. A product: a unit holds only if it is both hard to shift and counts on the objective (a fast tank with OC 0 or a fragile horde both score low). Ranked, a product orders units exactly as the geometric mean of the two would, so there's no weight to tune. Plain Defense stays a shown number. V1's Banner is today's four Utility parts; note board control (OC per 100 pts) appears in both Anvil and Banner, which the fit is free to weigh down.

Pool: 1161 rows (every non-Legends unit; a datasheet shared by several armies is a row in each, as on the tier list).

LetterCurrentMaths onlyV1 (fitted)V2
S264808181
A301234174174
B281323325325
C199266348348
D116258233233

The job split (decides each job's S and A)

Each unit's job is its best domain; its share of the winning lists is the lists that take it (top-quarter lists, July to September, grimstat-corpus, CC BY 4.0) × its points at the smallest size. A unit taken twice in a list counts once (the lists we keep say which units, not how many).

HammerAnvilBanner
Share of winning lists' points, all armies37%40%22%
Share, Space Marines46%30%24%
Units whose best job it is466341354
S quota (81 in all)303318
A quota (174 in all)657039

With equal Banner weights the split is 34% / 42% / 23%.

V2, four jobs:

HammerAnvilRunnerBanner
Share of winning lists' points, all armies46%18%16%20%
Share, Space Marines38%28%34%0%
Units whose best job it is366267307221
S quota (81 in all)37151316
A quota (174 in all)80322834

Every split of 1 into tenths over the four parts (286 in all), scored by how well the composite ranks 1105 units like their share of the winning lists that could field them (Spearman's ρ; units some 5 or more lists could field).

Weights (Board control, Action economy, Reach, Support)ρ with list share
Fitted: 0.7 / 0 / 0.2 / 0.10.174
Next: 0.6 / 0.1 / 0.2 / 0.10.172
Next: 0.6 / 0 / 0.2 / 0.20.172
Next: 0.6 / 0.1 / 0.3 / 00.171
Today's (equal): 0.25 / 0.25 / 0.25 / 0.250.153
No Banner (Hammer and Anvil only)0.126
Today's Value (for reference)0.113
V2, four jobs (nothing fitted)0.127
Banner from one part aloneρ
Board control0.145
Action economy0.086
Reach0.121
Support0.151

The fitted weights lift the composite's agreement with list share from 0.153 (equal weights) to 0.174; without Banner it is 0.126, and today's Value 0.113. Every one of these is weak: our numbers explain little of what players take, and the gain from fitting is small next to what's missing. The fit was made on list share only, so a community list can test it without circularity.

The meta-lifted S units with Value in the 60s

44 units wear S today only because the meta lifts them, with a Value in the 60s. Jordan's example, Mortarion, is among them (his own section follows).

UnitArmyValueListsCurrentMathsV1V2
Crisis Sunforge BattlesuitsT'au Empire69.615 of 24SAB · BannerC · Hammer
War Dog ExecutionerChaos Knights69.55 of 5SAB · Anvil + BannerB · Anvil
Strike SquadGrey Knights69.412 of 13SAS · Hammer + Anvil + BannerA · Anvil
Paragon WarsuitsAdepta Sororitas69.112 of 13SAB · AnvilB · Hammer
Daemon Prince of NurgleDeath Guard6911 of 16SAC · AnvilB · Hammer + Banner
Neophyte HybridsGenestealer Cults68.55 of 5SAS · Anvil + BannerA · Anvil
Howling BansheesAeldari68.49 of 15SAA · Hammer + BannerC · Hammer
ForgefiendWorld Eaters68.39 of 12SAC · AnvilC · Hammer
Vertus PraetorsAdeptus Custodes68.324 of 29SAC · BannerC · Hammer
Purestrain GenestealersGenestealer Cults67.54 of 5SAA · Hammer + BannerD · Runner
GenestealersTyranids67.511 of 23SAA · Hammer + BannerD · Anvil
Hernkyn PioneersLeagues of Votann67.312 of 13SAS · Hammer + BannerC · Anvil
Venatari CustodiansAdeptus Custodes67.217 of 29SAA · Hammer + BannerA · Hammer
Death Company Marines with Jump PacksBlood Angels66.913 of 13SAA · Hammer + BannerC · Runner
Einhyr HearthguardLeagues of Votann66.910 of 13SAB · HammerC · Hammer
Brôkhyr ThunderkynLeagues of Votann66.713 of 13SAA · HammerD · Hammer
Avatar of KhaineAeldari668 of 15SAB · AnvilS · Hammer
Sanguinary GuardBlood Angels65.412 of 13SAB · HammerB · Runner
Armiger HelverinImperial Knights64.58 of 12SBB · AnvilC · Anvil
Sicarian InfiltratorsAdeptus Mechanicus64.412 of 15SBS · BannerC · Banner
MortarionDeath Guard64.210 of 16SBB · AnvilB · Hammer
Daemon Prince of Tzeentch with wingsThousand Sons64.15 of 8SBC · AnvilB · Hammer
Interceptor SquadGrey Knights648 of 13SBB · BannerC · Hammer
CronosDrukhari63.98 of 13SBC · BannerB · Anvil + Banner
Kabalite WarriorsDrukhari63.912 of 13SBB · Hammer + Anvil + BannerB · Anvil
Canoptek WraithsNecrons63.918 of 33SBB · Anvil + BannerB · Anvil
Caanok VarIron Hands63.82 of 2SBC · HammerS · Runner + Banner
Buri AegnirssenLeagues of Votann63.68 of 13SBA · HammerD · Runner
Lion El'JonsonDark Angels63.513 of 23SBC · HammerA · Hammer
Corsair VoidreaversAeldari63.59 of 15SBS · Hammer + BannerC · Anvil
RavenersTyranids63.412 of 23SBA · Hammer + BannerD · Hammer
Custodian WardensAdeptus Custodes63.315 of 29SBB · AnvilA · Hammer
Crisis Starscythe BattlesuitsT'au Empire63.219 of 24SBA · BannerC · Anvil
Lucius the EternalEmperor's Children62.717 of 22SBC · HammerC · Banner
Ghazghkull ThrakaOrks62.315 of 21SBC · AnvilA · Hammer
Riptide BattlesuitT'au Empire62.311 of 24SBB · AnvilC · Hammer
Purifier SquadGrey Knights62.111 of 13SBB · HammerC · Hammer
The SwarmlordTyranids61.313 of 23SBC · HammerA · Hammer + Banner
Chaos SpawnThousand Sons61.25 of 8SBC · BannerS · Banner
ArchonDrukhari61.212 of 13SBD · HammerA · Banner
Acolyte Hybrids with AutopistolsGenestealer Cults61.25 of 5SBS · Hammer + BannerC · Anvil
Paladin SquadGrey Knights61.18 of 13SBC · HammerC · Hammer
EightboundWorld Eaters60.46 of 12SBB · HammerB · Runner
Ironstrider BallistariiAdeptus Mechanicus60.310 of 15SBC · HammerD · Runner

Under V1: S 6, A 9, B 15, C 13, D 1. Under V2: S 3, A 8, B 10, C 17, D 6.

Mortarion, the acid test

Mortarion
Army, points, modelsDeath Guard, 375 pts, 1
In winning lists10 of 16 (meta 67 in its army)
Value (Offense / Defense)64.2 (34.2 / 94.2)
Current letterS (tier score 92.6, from the meta)
Maths onlyB
Hammer / Anvil / Banner34 / 92 / 37 (equal weights: Banner 41)
Utility parts (Board control, Action economy, Reach, Support)27 / 5 / 89 / 65
JobAnvil
Composite82.8, 321 of 1161
Rank among Anvil units110 of 341 (that job's S quota 33, A quota 70)
V1 letter (fitted / equal weights)B / A
V2: Hammer / Anvil / Runner / Banner78 / 74 / 77 / 63
V2: turns alive under typical fire5
V2 jobHammer, 160 of 366 (S quota 37, A quota 80)
V2 composite76.5, 580 of 1161
V2 letterB

What the design session expected and what happened. The design session expected Mortarion to land C or D as an Anvil. He lands B: his Anvil is 92, from Toughness 12, a 2+ save, a 4+ invulnerable save, Feel No Pain 5+ and OC 6. But he ranks 110th of 341 Anvils, and Anvil's S quota is 33, so he sits nowhere near S. Equal Utility weights give him an A, because his support part (65) counts for more. Today he wears S only through the meta (10 of 16 Death Guard lists); on maths alone he's a B. So the proposal takes away the S that players' choices gave him and gives back about what Value says.

Why the maths rates him lower than players do. The ability names below come from our data (BSData); the effects are read on Wahapedia and put in our own words.

What he doesWhat we count todayWhat kind of gap it is
Offense per 100 pts is 34. At 375 pts his output looks thin per point, though every gun and the better melee profile already count (Devastating Wounds, Lethal Hits, Sustained Hits)All of it, per 100 ptsNone: a per-point score marks a 375-pt model down by design
Host of Plagues: at the end of each of his Movement phases, every enemy unit near him risks a few mortal wounds, more likely against units already afflicted by the army ruleNothing: we score weapons onlyA rule we don't model. Damage that needs no attack roll and hits several units a turn. The datasheet's numbers can't give it; a hand-written effect in our words could (as detfx.json and leaderfx.json already do)
Lord of the Death Guard: once a turn, one of three buffs for Death Guard units near him (a free move when an enemy ends a move close by, models that fight on after being killed in melee, shooting back when shot)One aura in Support, by name onlyA synergy we don't model. It's worth what it does for the units around him, which is the same blind spot as leaders. Utility v2 needs a "what it adds to nearby units" part, starting from the abilities we can name
Nurgle's Gift (Aura): the army rule's contagion zone around him (enemy units near Death Guard units suffer the army's debuffs)Counted as one auraPartly measurable. Aura count is crude: this one spreads an army-wide debuff, worth more than a typical aura
Fly and Deep Strike, Move 10"Reach 89th percentileMeasured (Reach). The fit gives Reach 0.2
Damaged at 1 to 6 wounds: −1 to hitNot counted (we score the full profile)Minor; it lowers his real output a little
He must be the WarlordNot countedA list-building constraint, not a strength
Lone Operative, Fights FirstHe has neitherNone

Under V2 he's C with the first Banner, and B once T-527's Banner scores are used (his aura proxy lifts his Banner to 65, and Hammer's quota shifts). Taking the first Banner: Damage before death lifts his Hammer to 78: he lives all five turns under typical fire, so his thin damage per point adds up. But Hammer is V2's most crowded job (376 units, S quota 40), and he ranks 173rd. OC 6 at 375 pts makes his Anvil per point ordinary (74). Runner (77) and Banner (56) don't carry him either, since one aura over 375 pts is little per point. V2 still sees none of Host of Plagues or Lord of the Death Guard. So neither version passes the acid test; the gap is the same two unmodelled effects.

What the acid test says. The proposal does what it was meant to do: the meta no longer hands out S, and a unit's letter comes from what it does. Mortarion shows the cost. What players take him for (mortal wounds every turn without rolling to hit, a once-a-turn buff for the units near him, a big debuff zone) is exactly what Hammer, Anvil and today's Utility can't see. These two are the first items for Utility v2:

  1. a hand-written "passive damage" effect for abilities like Host of Plagues, scored like a weapon;
  2. a "lifts the units near it" part for lords and auras, measured the way T-062 already measures a Leader's lift on its squad.

Until those exist, a unit like Mortarion should show the crown (10 of 16 lists) next to his B, with the one-word read Workhorse: the lists take him more than our maths explains. Death Guard would be a good faction for the community comparison once a public list can be read here. None is open to this environment yet.

V1 to V2

834 of 1161 units change letter between V1 and V2 (450 up, 384 down). Domains are V1's Hammer / Anvil / Banner and V2's Hammer / Anvil / Runner / Banner percentiles.

The 15 biggest rises:

UnitArmyPtsLetterJobWhyLists
Chaplain in Terminator ArmourSpace Marines75D → SAnvil → Runner + BannerV1 25 / 31 / 20 → V2 22 / 36 / 99 / 860 of 84
Brotherhood ChaplainGrey Knights65D → SHammer → RunnerV1 35 / 32 / 23 → V2 27 / 45 / 99 / 776 of 13
Junith EruitaAdepta Sororitas105D → SAnvil → BannerV1 12 / 43 / 42 → V2 28 / 47 / 74 / 1003 of 13
Ripper SwarmsTyranids30D → ABanner → Runner + BannerV1 3 / 0 / 10 → V2 2 / 0 / 89 / 981 of 23
Chaplain on BikeSpace Marines70D → AHammer → RunnerV1 29 / 25 / 28 → V2 16 / 30 / 100 / 680 of 84
Trazyn the InfiniteNecrons65D → AAnvil → BannerV1 12 / 34 / 15 → V2 16 / 50 / 72 / 960 of 33
Noxious BlightbringerDeath Guard50D → ABanner → BannerV1 14 / 28 / 33 → V2 7 / 37 / 80 / 982 of 16
Icon BearerDeath Guard45D → ABanner → RunnerV1 7 / 29 / 39 → V2 3 / 48 / 98 / 630 of 16
LemartesBlood Angels100D → AHammer → Runner + BannerV1 41 / 11 / 25 → V2 14 / 10 / 100 / 8411 of 13
Chaplain with Jump PackSpace Marines75D → AHammer → Runner + BannerV1 42 / 14 / 33 → V2 15 / 17 / 100 / 820 of 84
Lieutenant in Reiver ArmourSpace Marines45D → ABanner → Runner + BannerV1 19 / 22 / 41 → V2 9 / 32 / 97 / 800 of 84
ChaplainSpace Marines60D → AHammer → Runner + BannerV1 43 / 19 / 24 → V2 16 / 25 / 98 / 940 of 84
Ynnari VenomAeldari65D → ABanner → Runner + BannerV1 37 / 24 / 41 → V2 16 / 28 / 98 / 840 of 15
MagusGenestealer Cults50D → ABanner → RunnerV1 7 / 11 / 47 → V2 4 / 18 / 98 / 770 of 5
Overlord with Translocation ShroudNecrons90D → AHammer → BannerV1 48 / 31 / 6 → V2 35 / 33 / 54 / 976 of 33

The 15 biggest falls:

UnitArmyPtsLetterJobWhyLists
Warbringer Nemesis TitanTitanicus Traitoris2600A → DAnvil → AnvilV1 4 / 99 / 8 → V2 10 / 23 / 17 / 0–
Warbringer Nemesis TitanAdeptus Titanicus2600A → DAnvil → AnvilV1 4 / 99 / 8 → V2 10 / 23 / 17 / 0–
Warlord TitanTitanicus Traitoris3500A → DAnvil → AnvilV1 2 / 100 / 5 → V2 6 / 25 / 10 / 0–
Warlord TitanAdeptus Titanicus3500A → DAnvil → AnvilV1 2 / 100 / 5 → V2 6 / 25 / 10 / 0–
Reaver TitanTitanicus Traitoris2200A → DAnvil → AnvilV1 4 / 99 / 9 → V2 13 / 24 / 17 / 0–
Reaver TitanAdeptus Titanicus2200A → DAnvil → AnvilV1 4 / 99 / 9 → V2 13 / 24 / 17 / 0–
Phantom TitanAeldari2100A → DAnvil → AnvilV1 5 / 99 / 12 → V2 14 / 25 / 22 / 00 of 15
Warhound TitanTitanicus Traitoris1100A → DAnvil → AnvilV1 9 / 99 / 24 → V2 36 / 40 / 22 / 0–
Warhound TitanAdeptus Titanicus1100A → DAnvil → AnvilV1 9 / 99 / 24 → V2 36 / 40 / 22 / 0–
Krieg Heavy Weapons SquadAstra Militarum70A → DHammer → HammerV1 96 / 39 / 63 → V2 46 / 46 / 26 / 01 of 15
Krieg Heavy Weapons SquadGenestealer Cults70A → DHammer → HammerV1 96 / 39 / 63 → V2 46 / 46 / 26 / 00 of 5
Shroud RunnersAeldari90A → DBanner → AnvilV1 42 / 45 / 99 → V2 32 / 49 / 48 / 01 of 15
Retributor SquadAdepta Sororitas105A → DHammer → HammerV1 98 / 37 / 66 → V2 57 / 33 / 8 / 04 of 13
WindridersAeldari80A → DHammer + Banner → RunnerV1 80 / 41 / 96 → V2 32 / 46 / 55 / 02 of 15
SeekersChaos Daemons85A → DBanner → AnvilV1 79 / 46 / 94 → V2 51 / 51 / 51 / 01 of 18

Job flips: 669 units change job between the versions (V1's Banner counts as kept when V2 calls it Runner or Banner). From V1's job (rows) to V2's (columns):

V1 ↓ / V2 →HammerAnvilRunnerBanner
Hammer16243134127
Anvil1961041427
Banner812015967

What the moves say. V2 changes a lot: 834 units change letter and 669 change job. Two patterns account for most of it:

What players take that our numbers miss (a proxy for the community's reasons)

75 units are in 40% or more of their army's winning lists but get C or D under the proposal. Which of our traits they carry, against every unit's rate (lift = how much more often):

TraitAmong themAmong allLift
Aura31%14%2.16
Leader47%23%1.99
Fights First4%2%1.84
Lone Operative5%4%1.44
Revives8%6%1.43
Deep Strike35%26%1.35
Fly25%20%1.28
Transport8%8%0.98
Action unit19%20%0.93
Scouts7%8%0.79
Infiltrators4%6%0.72
Stealth4%8%0.48
UnitArmyListsProposedHammer / Anvil / BannerTraits
AzraelDark Angels22 of 23D35 / 18 / 5leader
BiovoresTyranids22 of 23D14 / 29 / 12action
Lord ExultantEmperor's Children21 of 22C60 / 15 / 24inf, scouts, leader
VenomDrukhari13 of 13D37 / 24 / 41action, ds, fly, transport, stealth
Vertus PraetorsAdeptus Custodes24 of 29C64 / 64 / 64fly
ArchonDrukhari12 of 13D48 / 27 / 14leader
DefilerEmperor's Children18 of 22C63 / 69 / 27–
The Twin LanceT'au Empire19 of 24C48 / 62 / 40ds, scouts, fly
Vulkan He'stanSalamanders7 of 7C65 / 26 / 8leader
LemartesBlood Angels11 of 13D41 / 11 / 25ds, fly, leader
RaiderDrukhari11 of 13C25 / 47 / 75ds, fly, transport
Lucius the EternalEmperor's Children17 of 22C80 / 32 / 8leader, lone
NeurolictorTyranids17 of 23D21 / 25 / 31ds, inf, aura, lone, stealth
NeurotyrantTyranids17 of 23D13 / 45 / 50fly, leader
Commander in Coldstar BattlesuitT'au Empire17 of 24C51 / 32 / 59ds, fly, leader
Sanguinary PriestBlood Angels10 of 13D5 / 13 / 7–
BenefictusGenestealer Cults5 of 5D34 / 6 / 26ds, leader
Ûthar the DestinedLeagues of Votann10 of 13C56 / 20 / 5leader
Ghazghkull ThrakaOrks15 of 21C55 / 77 / 15aura
Belisarius CawlAdeptus Mechanicus11 of 15C29 / 54 / 10–
Scout SentinelsAstra Militarum11 of 15C34 / 45 / 77action, scouts
Nekrosor AmmentarNecrons22 of 33C69 / 43 / 42ds, aura, ff, revive
ForgefiendWorld Eaters9 of 12C57 / 64 / 39–
Shield-Captain on Dawneagle JetbikeAdeptus Custodes19 of 29D20 / 40 / 26fly, leader
C'tan Shard of the Void DragonNecrons21 of 33C39 / 68 / 26ds, fly, aura, revive

Space Marines, every unit

The list: Tista Minis, 'Warhammer 40K 11th Edition: Best Space Marine Units Right Now' (David Batista, 22 Jul 2026), tistaminis.com. A ranked list with a reason for each unit, read on 2 Oct; only unit names, our letter for where it sits and our own one-phrase paraphrase of its reason are kept here. Ranks 1 to 4: S. Ranks 5 to 12 and the named best characters: A. 'Other strong units to watch' and the role tables' alternatives: B. 'Good but not automatic choices': C. Units it doesn't mention aren't scored. Chapter characters it names (Vulkan He'stan, Adrax Agatone, Marneus Calgar) are other armies' rows in our data and left out.

Current: mean distance 1.40 tiers, 6 of 30 the same letter.

Theirs ↓ / ours →SABCD
S01210
A02423
B13401
C12201
D00000

Maths only: mean distance 1.43 tiers, 6 of 30 the same letter.

Theirs ↓ / ours →SABCD
S01201
A02423
B13401
C12201
D00000

V1: mean distance 1.43 tiers, 4 of 30 the same letter.

Theirs ↓ / ours →SABCD
S00220
A00542
B12321
C01410
D00000

V2: mean distance 1.67 tiers, 3 of 30 the same letter.

Theirs ↓ / ours →SABCD
S01111
A11171
B11232
C13101
D00000

V1's fitted weights on this list: mean distance 1.43 tiers with the weights fitted on list share, 1.47 with today's equal weights (the fit never saw this list).

Where they rate a unit higher than V2 does (19 units, biggest gaps first):

UnitTheirsTodayMathsV1V2V2 Hammer / Anvil / Runner / BannerTheir reason (our words)
Eradicator SquadSBBC · HammerD · Anvil48 / 64 / 45 / 0top anti-tank infantry; melta deletes vehicles and monsters
Infernus SquadSBBC · BannerC · Anvil54 / 78 / 34 / 0auto-hitting flamers clear screens; Overwatch threat
Bladeguard Veteran SquadAAAB · HammerD · Runner56 / 57 / 60 / 0durable melee infantry with great leaders to join
Scout SquadSCDB · BannerB · Anvil + Runner14 / 84 / 88 / 0cheap mission unit: screens, actions, forward deployment
Gladiator LancerABBC · HammerC · Hammer83 / 53 / 31 / 0long-range anti-tank from turn one, no transport needed
Vanguard Veteran Squad with Jump PacksABBB · BannerC · Runner53 / 57 / 73 / 0fast elite-infantry hunters after their sword upgrade
Lieutenant with Combi-weaponADDD · BannerC · Runner3 / 13 / 89 / 0independent character for mission tasks, small footprint
Company HeroesABBC · BannerC · Anvil60 / 70 / 39 / 0durable bodyguard that keeps a key character alive
Assault Intercessors with Jump PacksABBB · BannerC · Runner50 / 78 / 81 / 0cheap fast scorers that can arrive from reserve
Apothecary BiologisADDC · BannerC · Runner2 / 59 / 70 / 57best support for Eradicators and Aggressors
LibrarianADDD · HammerC · Runner7 / 15 / 76 / 74unlocks the Librarius Conclave detachment
Hellblaster SquadBBBA · HammerD · Hammer59 / 53 / 23 / 0plasma against elites and medium vehicles, needs protecting
Stormraven GunshipBDDD · HammerD · Hammer63 / 0 / 43 / 58now a hovering transport-gunship, but costly
Land Raider RedeemerSAAB · AnvilA · Hammer91 / 74 / 34 / 59tough transport with deadly short-range flamers and Overwatch
Intercessor SquadACCB · Anvil + BannerB · Anvil39 / 95 / 36 / 0reliable Battleline objective holders

Where V2 rates a unit higher than they do (8):

UnitTheirsTodayMathsV1V2V2 Hammer / Anvil / Runner / BannerTheir reason (our words)
Centurion Assault SquadCSSA · Hammer + AnvilS · Hammer + Anvil99 / 86 / 27 / 0big damage in specialised builds; slow, hard to transport
ImpulsorBAAC · BannerS · Anvil + Runner + Banner73 / 91 / 91 / 82cheap transport for small infantry
Terminator SquadCAAB · HammerA · Hammer96 / 79 / 35 / 0durable but expensive for their movement and damage
Outrider SquadCBBB · Anvil + BannerA · Anvil38 / 97 / 73 / 0fast, but cheaper infantry score as well
Centurion Devastator SquadCAAB · HammerA · Hammer97 / 76 / 22 / 0big damage in specialised builds; slow, hard to transport
RepulsorAAAB · AnvilS · Hammer + Anvil92 / 84 / 28 / 64transport that also shoots and adds a tough hull
Assault Intercessor SquadBAAB · Anvil + BannerA · Anvil55 / 96 / 40 / 0the alternative Battleline
Land Raider CrusaderCBBB · AnvilB · Anvil68 / 85 / 35 / 60big transport without the Redeemer's close-range threat

The reasons behind the units we under-rate (V2 lower than theirs), counted:

ReasonAmong the under-ratedAmong all they name
durable58
anti-tank45
leader-support45
mission44
cost27
transport25
cheap23
mobility23
synergy22
deployment22
overwatch22
melee22
delivery14
anti-infantry12
objective12
battleline12
screen11
range11
lone11
footprint11
detachment11
anti-elite11
generalist11
indirect11

A stand-in check: one review's best picks by role

Units one public review names as the best Space Marine pick in a role (tistaminis.com, 'Best Space Marines in 11th Edition'), seen only through a web search's summary because the site is blocked from this environment: names and roles only, in our words. Not a tier list; a stand-in until a full list can be read.

UnitTheir roleCurrentMathsV1V1 jobV2V2 jobLists
Eradicator Squadbest infantry overallBBCHammerDAnvil1 of 84
Scout Squadbest objective unitCDBBannerBAnvil + Runner1 of 84
Intercessor Squadbest battlelineCCBAnvil + BannerBAnvil2 of 84
Infernus Squadbest at close rangeBBCBannerCAnvil0 of 84
Vanguard Veteran Squad with Jump Packsmobile meleeBBBBannerCRunner0 of 84
Bladeguard Veteran Squaddurable meleeAABHammerDRunner1 of 84
Gladiator Lancerbest anti-tank vehicleBBCHammerCHammer0 of 84
Land Raider Redeemerbest transportAABAnvilAHammer0 of 84
Repulsorflexible transportAABAnvilSHammer + Anvil0 of 84
Lieutenant with Combi-weaponutility characterDDDBannerCRunner0 of 84
Apothecary Biologissupport characterDDCBannerCRunner0 of 84

S or A among these 11: current 3, maths only 3, V1 0, V2 2.

UnitPtsOffDefCurrentMathsV1V1 Hammer / Anvil / BannerV2V2 Hammer / Anvil / Runner / BannerLists
Tactical Squad1405671BBS · Anvil + Banner56 / 99 / 81A · Anvil75 / 98 / 14 / 00 of 84
Aggressor Squad809966SSS · Hammer99 / 51 / 55B · Hammer85 / 76 / 52 / 00 of 84
Devastator Squad1209827BBA · Hammer98 / 46 / 62C · Hammer73 / 48 / 21 / 01 of 84
Heavy Intercessor Squad1004988AAS · Anvil49 / 96 / 75A · Anvil71 / 99 / 20 / 00 of 84
Terminator Assault Squad1559093SSA · Hammer + Anvil90 / 86 / 67S · Hammer + Anvil100 / 89 / 35 / 01 of 84
Hellblaster Squad1109333BBA · Hammer93 / 47 / 64D · Hammer59 / 53 / 23 / 01 of 84
Assault Intercessors with Jump Packs856451BBB · Banner64 / 55 / 92C · Runner50 / 78 / 81 / 00 of 84
Centurion Assault Squad1508979SSA · Hammer + Anvil89 / 82 / 55S · Hammer + Anvil99 / 86 / 27 / 00 of 84
Vanguard Veteran Squad with Jump Packs1057937BBB · Banner79 / 49 / 89C · Runner53 / 57 / 73 / 00 of 84
Outrider Squad702088BBB · Anvil + Banner20 / 84 / 91A · Anvil38 / 97 / 73 / 00 of 84
Scout Squad651452CDB · Banner14 / 54 / 94B · Anvil + Runner14 / 84 / 88 / 01 of 84
Centurion Devastator Squad1758764AAB · Hammer87 / 78 / 52A · Hammer97 / 76 / 22 / 00 of 84
Land Raider2204996AAA · Anvil49 / 90 / 49A · Hammer + Anvil87 / 85 / 23 / 601 of 84
Brutalis Dreadnought1507489SSB · Anvil74 / 87 / 50A · Hammer + Anvil93 / 91 / 46 / 00 of 84
Judiciar559529BBB · Hammer95 / 20 / 24S · Runner + Banner37 / 30 / 98 / 950 of 84
Assault Intercessor Squad757764AAB · Anvil + Banner77 / 83 / 81A · Anvil55 / 96 / 40 / 00 of 84
Land Raider Crusader2202496BBB · Anvil24 / 90 / 54B · Anvil68 / 85 / 35 / 600 of 84
Inceptor Squad1258828BBB · Hammer88 / 41 / 59C · Runner60 / 39 / 84 / 01 of 84
Land Raider Redeemer2605788AAB · Anvil57 / 87 / 45A · Hammer91 / 74 / 34 / 590 of 84
Terminator Squad1608276AAB · Hammer82 / 77 / 65A · Hammer96 / 79 / 35 / 01 of 84
Repulsor1705692AAB · Anvil56 / 84 / 66S · Hammer + Anvil92 / 84 / 28 / 640 of 84
Ballistus Dreadnought1503189BBB · Anvil31 / 87 / 50B · Anvil67 / 91 / 46 / 01 of 84
Intercessor Squad804356CCB · Anvil + Banner43 / 82 / 80B · Anvil39 / 95 / 36 / 02 of 84
Astraeus5252366CCB · Anvil23 / 90 / 17D · Hammer64 / 49 / 11 / 00 of 84
Lieutenant458723BBB · Hammer87 / 22 / 32B · Runner + Banner32 / 32 / 87 / 861 of 84
Reiver Squad754364BBB · Banner43 / 59 / 81B · Anvil44 / 87 / 60 / 00 of 84
Eliminator Squad755625CCB · Banner56 / 36 / 82B · Runner20 / 45 / 92 / 00 of 84
Invictor Tactical Warsuit1257666AAB · Hammer76 / 71 / 70C · Hammer80 / 79 / 73 / 00 of 84
Suppressor Squad855420CCB · Banner54 / 34 / 80B · Runner23 / 37 / 95 / 00 of 84
Redemptor Dreadnought1954074BBB · Anvil40 / 81 / 33C · Hammer77 / 75 / 39 / 00 of 84
Bladeguard Veteran Squad807762AAB · Hammer77 / 43 / 59D · Runner56 / 57 / 60 / 01 of 84
Incursor Squad853151CCB · Banner31 / 55 / 78C · Anvil36 / 78 / 52 / 00 of 84
Land Speeder1057056BBC · Banner70 / 56 / 73B · Runner62 / 71 / 90 / 00 of 84
Infiltrator Squad110833CDC · Banner8 / 47 / 80D · Runner10 / 53 / 54 / 01 of 84
Captain in Gravis Armour808142BBC · Hammer81 / 27 / 5D · Runner45 / 27 / 62 / 580 of 84
Storm Speeder Hailstrike1052884BBC · Banner28 / 65 / 73B · Runner60 / 79 / 90 / 00 of 84
Repulsor Executioner2556065BBC · Anvil60 / 73 / 39A · Hammer92 / 50 / 22 / 590 of 84
Gladiator Valiant1507367AAC · Hammer73 / 60 / 34B · Hammer88 / 58 / 32 / 00 of 84
Invader ATV605958BBC · Banner59 / 42 / 71B · Runner34 / 71 / 97 / 01 of 84
Infernus Squad856751BBC · Banner67 / 55 / 69C · Anvil54 / 78 / 34 / 00 of 84
Rhino65499BBC · Banner4 / 63 / 74A · Anvil + Runner + Banner8 / 92 / 92 / 840 of 84
Impulsor7031100AAC · Banner31 / 65 / 71S · Anvil + Runner + Banner73 / 91 / 91 / 821 of 84
Vindicator1855875AAC · Anvil58 / 71 / 19C · Hammer86 / 61 / 36 / 00 of 84
Sternguard Veteran Squad1005840CCC · Banner58 / 50 / 67D · Anvil43 / 63 / 27 / 01 of 84
Ancient in Terminator Armour656952BBC · Hammer69 / 32 / 20S · Runner + Banner41 / 40 / 95 / 970 of 84
Eradicator Squad906453BBC · Hammer64 / 47 / 52D · Anvil48 / 64 / 45 / 01 of 84
Dreadnought1354663BBC · Anvil46 / 65 / 32C · Anvil61 / 70 / 38 / 00 of 84
Firestrike Servo-Turrets756552BBC · Hammer65 / 46 / 39D · Anvil49 / 68 / 46 / 00 of 84
Eradicator Squad with Heavy Bolters806166BBC · Hammer61 / 51 / 55C · Anvil53 / 76 / 52 / 00 of 84
Techmarine556632CCC · Hammer66 / 28 / 24B · Runner + Banner25 / 35 / 84 / 920 of 84
Predator Annihilator1355174BBC · Anvil51 / 62 / 41C · Hammer74 / 66 / 50 / 00 of 84
Captain with Jump Pack756622CCC · Hammer66 / 18 / 33A · Runner24 / 18 / 99 / 710 of 84
Company Heroes1055271BBC · Banner52 / 55 / 59C · Anvil60 / 70 / 39 / 00 of 84
Predator Destructor1405570BBC · Anvil55 / 60 / 39C · Hammer76 / 61 / 48 / 00 of 84
Lieutenant in Phobos Armour451923DDC · Banner19 / 22 / 63A · Runner9 / 32 / 100 / 780 of 84
Razorback853490BBC · Banner34 / 54 / 58B · Runner55 / 77 / 80 / 771 of 84
Storm Speeder Thunderstrike1354763BBC · Banner47 / 55 / 57C · Runner63 / 55 / 81 / 00 of 84
Gladiator Lancer1605857BBC · Hammer58 / 58 / 29C · Hammer83 / 53 / 31 / 00 of 84
Gladiator Reaper1605257BBC · Anvil52 / 58 / 29C · Hammer77 / 53 / 31 / 00 of 84
Apothecary Biologis70225DDC · Banner2 / 41 / 60C · Runner2 / 59 / 70 / 570 of 84
Storm Speeder Hammerstrike1404357CCC · Anvil43 / 54 / 54C · Runner60 / 53 / 81 / 00 of 84
Desolation Squad1805210DDC · Hammer52 / 38 / 47D · Hammer39 / 29 / 14 / 00 of 84
Captain805519CCC · Hammer55 / 17 / 7C · Runner21 / 16 / 69 / 570 of 84
Whirlwind1751748DDC · Anvil17 / 53 / 26D · Hammer52 / 45 / 41 / 00 of 84
Stormhawk Interceptor1555641CCD · Hammer56 / 0 / 0D · Hammer67 / 0 / 8 / 00 of 84
Captain in Terminator Armour855139CCD · Hammer51 / 31 / 13B · Runner37 / 32 / 86 / 720 of 84
Ancient404332CCD · Hammer43 / 24 / 39B · Runner17 / 36 / 89 / 711 of 84
Chaplain604324DDD · Hammer43 / 19 / 24A · Runner + Banner16 / 25 / 98 / 940 of 84
Chaplain with Jump Pack754213DDD · Hammer42 / 14 / 33A · Runner + Banner15 / 17 / 100 / 820 of 84
Lieutenant in Reiver Armour451923DDD · Banner19 / 22 / 41A · Runner + Banner9 / 32 / 97 / 800 of 84
Bladeguard Ancient401053DDD · Banner10 / 26 / 39B · Runner5 / 39 / 89 / 580 of 84
Apothecary40732DDD · Banner7 / 24 / 39B · Runner3 / 36 / 89 / 710 of 84
Chaplain in Terminator Armour752541DDD · Anvil25 / 31 / 20S · Runner + Banner22 / 36 / 99 / 860 of 84
Chaplain on Bike702936DDD · Hammer29 / 25 / 28A · Runner16 / 30 / 100 / 680 of 84
Librarian in Terminator Armour851432CDD · Anvil14 / 30 / 17B · Runner13 / 30 / 86 / 711 of 84
Captain in Phobos Armour70925DDD · Banner9 / 19 / 27B · Runner5 / 20 / 96 / 600 of 84
Librarian in Phobos Armour70197DDD · Banner19 / 14 / 25B · Runner + Banner7 / 15 / 96 / 840 of 84
Stormraven Gunship2802732DDD · Hammer27 / 0 / 13D · Hammer63 / 0 / 43 / 580 of 84
Stormtalon Gunship1652230DDD · Hammer22 / 0 / 0D · Hammer44 / 0 / 7 / 00 of 84
Librarian70197DDD · Hammer19 / 14 / 13C · Runner7 / 15 / 76 / 740 of 84
Lieutenant with Combi-weapon9569DDD · Banner6 / 15 / 19C · Runner3 / 13 / 89 / 00 of 84
Hammerfall Bunker1751899BBD · Hammer18 / 0 / 0D · Hammer64 / 0 / 29 / 00 of 84
Thunderhawk Gunship8401046DDD · Banner10 / 0 / 16D · Banner43 / 0 / 35 / 540 of 84
Drop Pod60082CCD · Banner0 / 0 / 3C · Banner0 / 0 / 70 / 860 of 84

Space Marines's letters: current S 4 A 12 B 33 C 17 D 18; maths S 4 A 12 B 33 C 14 D 21; V1 S 3 A 5 B 24 C 32 D 20; V2 S 7 A 17 B 22 C 23 D 15.