Tactical Reroll
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Why the reviewers disagree with us: a survey of ten armies (5 Oct 2026)

From reports/tiers/2026-10-05-army-surveys.md , rendered when the site is built.

A report; nothing adopted. For each army scoring below about 60% on its reviewers (Dark Angels, Space Wolves, Death Guard, Agents of the Imperium, Genestealer Cults, Drukhari, Space Marines) and for Thousand Sons, research agents found the narrative reasons behind the units our ledger rates most differently from the reviewers: the reviewers' own stated reasons where their videos' captions could be read (Thousand Sons, Drukhari, Death Guard, Dark Angels), else community reasoning, rules (Wahapedia 11th edition, read to understand, never copied) and winning lists. Jordan's own notes cover Tyranids and Leagues of Votann. All in our own words; unit names only. The agents' working copies stay in the session's scratch folder, never in the repo.

In plain English

  1. Most reviewers grade how replaceable a unit is in a winning list, not its strength per point. Three said so outright (Drukhari: "S = every list, C = needs a reason"; Death Guard: "close to auto-take"; Genestealer Cults: "breadth across detachments"). Our ledger measures output per point. That alone explains much of the gap, and is the case for value over replacement (T-708).
  2. The same handful of missing mechanisms recur in almost every army (table below). The top two, a unit's worth being what it gives others and losing its slot to a better option, appear in all ten.
  3. Some of the gap is the yardstick. Space Wolves' reviewer graded the new codex (Oath of Moment gone, Toughness 5, new points) while our data is from before it; Dark Angels' and Space Marines' lists rate units since sent to Legends; Genestealer Cults' livestream partly followed chat and may assume leaked post-update points; the Death Guard Malignifier's S was partly a joke. Single lists of 20–30 units are noisy.

The recurring mechanisms, across ten armies

#Mechanism (what reviewers value that we miss)ArmiesExamplesWhat the ledger hasStatus
1Worth = what it gives others (leaders, supports, auras, army-wide buffs)10 of 10Biophagus, Benefictus, Ridgerunners (army +1 AP); Lieutenant (army re-roll on an objective); Librarians (4+ invulnerable, disciplines); Kroyle (army hit re-rolls); Wolf Guard Battle Leader; Biologus Putrifier; Exalted Sorcerer; the Kâhljoined forms measured and, since T-715, priced right (dice lent: 51% leader check); army-wide auras mostly notnot credited in rankings; every leader toggle still below zero held out
2Slot competition: a better or cheaper option does the same job10 of 10Hand of the Archon over Kabalites; Mutalith over Maulerfiend; Venerable over Murderfang; Eradicators over Devastators; Truck over Rockgrinder; Biophagus over Locus for the one Support slotarchetypes group roles (T-716: 9 of 13 pairs); dominance finds noneno working dial; the preferred rival is better on things we don't measure
3Objectives, OC, actions; cheap scoring bodies; OC 0 punished8 of 10Scouts (S from every reviewer); Navigator; Hand of the Archon's chosen objective; Wulfen and Murderfang OC 0; Gargoyles; Sagitaur splitsScore line (small); objective presence (Votann-only)weak
4Delivery, reach and uptime7 of 10Raider and Venom; Drop Pod; Land Speeders; Centurions at 4"; aircraft off the table; Ballistus from turn oneunavoidable burst (+2.7 held out); exclusive transports (army-specific)partly
5Detachment gating: rated for the detachments winners run7 of 10Librarius Conclave in three quarters of winning Marine lists; Biosanctic + Xenocult; Skysplinter; Grand Coveneach unit at its best detachment (generous)partly; bonus share by keyword failed
6Battle-shock, OC denial and debuffs (−1 to hit, suppression)6 of 10Navigator; Suppressors; Magus; Njal; Clamavus; RotigusshockPressure (own shock); debuff auras notpartly
7Stratagems and enhancements5 of 10Thunderkyn and Hearthguard burst; Rubric and Scarab psychic bonuses; Sanctus combos; Librarius enhancementsnoneparked (T-713)
8Cover, Hidden and visibility5 of 10long guns hitting on 4s into cover (Defiler, Bloat-drone, Annihilator); mounted units can't hide; Suppressors stack with coverno terrainparked (T-699)
9Durability tricks: full heal each phase, fight on death, stacked Feel No Pain4 of 10Beasts of Nurgle; Abominant; Wolf Guard Terminators with ArjacSoak effects (Tyranids, Space Marines only)T-696
10Resource economies (Pain tokens, Cult Ambush, rituals)3 of 10Cronos and Haemonculus; Iconward; Magnusarmy rules partlypartly
11Stepped pricing (the third copy costs more)3 of 10Defiler 300/350; Aberrants; Rockgrinderto check: which price the ledger uses for later copiesopen
12Reliability and variance2 of 10Bloat-drone "a casino"; random-shot weapons into coveraverages onlynone

Armies, one line each

What this suggests building, in order

  1. Credit what a unit gives others (mechanism 1), now that leaders are priced right: the uplift a leader, support or aura gives the units it reaches, credited to it over the best alternative (the value-over-replacement idea, T-708), plus army-wide auras (Kroyle, Lieutenant, Ridgerunners) measured on the units they reach.
  2. Stratagems and enhancements (T-713): the recurring explanation for "the rival is better but our numbers can't see why".
  3. Objectives and OC: OC 0 as a real handicap, cheap scoring bodies credited per objective they can hold.
  4. Terrain (T-699): cover and Hidden, where long guns are overrated in five armies.
  5. Yardstick hygiene: flag reviewer lists graded on rules newer than our data (Space Wolves' Art of War), and units since moved to Legends.

Sources: the seven research reports (session of 5 Oct), with their links to the reviewers' videos, Tabletop Battles, Wahapedia's 11th-edition pages, Listhammer and Lexmechanic meta pages, and tournament list write-ups; summarised here in our own words.