Hive Perdita Analysis

Warhammer 40,000 11th edition: every primary mission matchup, analysed

All 25 force-disposition pairings of GDM 2026 matched play, covered by 18 in-depth notes. Each one answers the same three questions: who is favoured, by how much, and exactly how to convert it.

What this is

Independent, reproducible matchup analysis. Every judgement carries a score out of 20, a confidence level and the reasoning behind it, so you can disagree with a specific number instead of the whole conclusion. Nothing here is a rules reproduction — it is our reading of how the mission cards interact.

The 5×5 matchup matrix

Read a row: your force disposition. Read a column: your opponent's. The number is your edge out of 20 (10 = dead even); the label is the primary mission card you play in that cell.
You ↓ / Opponent →DisruptionPriority AssetsPurge the FoeReconnaissanceTake and Hold
Disruption10Outmanoeuvre6Locate and Deny11Delaying Action8Smoke and Mirrors11Death Trap
Priority Assets14Extract Relic10Sabotage9Vital Link9Vanguard Operation11Secure Asset
Purge the Foe9Punishment11Destroyer's Wrath10Meatgrinder11Consecrate9Unstoppable Force
Reconnaissance12Surveil the Foe11Search and Scour9Triangulation10Gather Intel9Reconnaissance Sweep
Take and Hold9Determined Acquisition9Inescapable Dominion11Immovable Object11Purge and Secure10Battlefield Dominance

The five dispositions, ranked

Each disposition plays every other exactly once, so this is a complete round robin and the average margin IS the ranking — no strength-of-schedule adjustment applies. The score is that disposition's own edge out of 20 averaged across its five cells, where 10 is dead even.

#DispositionAverage edgeFavoured inWorst matchup
1Priority Assets10.62/4Purge the Foe 9/20
2Reconnaissance10.22/4Purge the Foe 9/20
3Purge the Foe102/4Disruption 9/20
4Take and Hold102/4Disruption 9/20
5Disruption9.22/4Priority Assets 6/20

Every cell is an authored judgement with its reasoning, confidence and basis published on the matchup page — disagree with a number, not with the table.

What each disposition asks of a list

Counted across each disposition's five matchups: 5 of 5 is the disposition's identity; 1 of 5 is one matchup's problem. Most list-building advice fails by confusing the two.

Army traitDisruptionPriority AssetsPurge the FoeReconnaissanceTake and Hold
objective control44455
expendable bodies44442
speed22353
durability34214
damage22423
reactive deterrence23323
screening42223
reach22233
deep strike11213
concealment1222
action recycling4

How to read the numbers

Every score is an integer out of 20. Edge is comparative: 10 is dead even, 11-12 a slight advantage, 13-15 a clear one, 16 and above a strong one. The other metrics are absolute, per side: ceiling (what the plan produces when it works), floor (what still lands when it is disrupted), tempo (low means you score at the start of your turn, so holds must survive the opponent's turn; high means you score at the end of your turn, so late grabs pay), and complexity (how easy the plan is to misplay).

Read the full method, including its limitations →

All matchup notes

What the terrain costs

Mission cards price an objective the same wherever it sits. The board disagrees. These notes measure, with the game engine's own line-of-sight code, how exposed every objective on a battle map actually is — for the side holding it and for the side trying to take it.

All 45 official layouts, measured → Every board in the pack, transcribed from its printed measurement sheet and scored for openness, centre exposure and what it costs to raid an enemy objective.

Use the data

Everything on this site is available as structured data: data.json holds every note, rating and claim; each note also publishes a .json and a .md alternate. AI assistants and crawlers should start at /llms.txt.