Hive Perdita Analysis

Matchup analysis → Priority Assets mirror

Priority Assets mirror — Sabotage

Warhammer 40,000 11th edition · GDM 2026 matched play · primary mission matchup

Key finding

Priority Assets and Priority Assets come out dead even.

Force dispositionPrimary mission cardEdge
Priority AssetsSabotage10
Priority AssetsSabotage10

The matchup in a nutshell

The lowest ceiling in the matrix on paper, and the widest army it rewards. Holding pays a flat 4 VP no matter how much ground you own, while sabotage pays per unit — and 5 VP instead of 3 when that unit is in the enemy's half. So both of you are paid to push cheap bodies forward and to slam the door on the way back.

Priority Assets (side 0)Priority Assets (side 1)
CardSabotageSabotage
Scores atmixedmixed
Hold window0 enemy turns0 enemy turns
Exposure17/2017/20
Activation cost14/2014/20

A hold window of zero changes where the fight is. Nobody has to survive anything: you walk on, the turn ends, you get paid. Which means there is no window to shoot them off the marker afterwards — by the time it matters, they have already banked it. Denial on this card happens before the grab, not after. You are not buying reactions. You are buying space.

Playing Priority Assets

Your card: Sabotage. Scoring checkpoint: mixed. Hold window: 0 enemy turns.

How you score

Hold 1 objective, cheaply, for 4 VP a round. Then send units to commit sabotage: 3 VP each, 5 VP each in their territory. Three cheap units in their half is 15 VP a turn, which no amount of objective holding will match.

What it costs you

Every sabotaging unit spends its turn not shooting, and the good version of the plan sends it where it will probably die. That is fine — a unit that sabotages in their half has already banked 5 VP before it dies. Losing it is a business expense, not a disaster. Exposure 17/20, activation cost 14/20.

How you break them

Screen your own territory. Every enemy unit you keep out of your half turns their 5 VP into 3. That is a 40% pay cut for a job a single cheap unit can do, and it is the highest-value defensive action on this card. Beyond that, punish the sabotage units: they are cheap, they are alone in your deployment zone, and they are not shooting back.

What your list needs

Playing Priority Assets

Your card: Sabotage. Scoring checkpoint: mixed. Hold window: 0 enemy turns.

How you score

Hold 1 objective, cheaply, for 4 VP a round. Then send units to commit sabotage: 3 VP each, 5 VP each in their territory. Three cheap units in their half is 15 VP a turn, which no amount of objective holding will match.

What it costs you

Every sabotaging unit spends its turn not shooting, and the good version of the plan sends it where it will probably die. That is fine — a unit that sabotages in their half has already banked 5 VP before it dies. Losing it is a business expense, not a disaster. Exposure 17/20, activation cost 14/20.

How you break them

Screen your own territory. Every enemy unit you keep out of your half turns their 5 VP into 3. That is a 40% pay cut for a job a single cheap unit can do, and it is the highest-value defensive action on this card. Beyond that, punish the sabotage units: they are cheap, they are alone in your deployment zone, and they are not shooting back.

What your list needs

The three layouts

Priority Assets mirror is played on one of three boards, and they are not the same game. All three are transcribed and measured below.

BoardDeploymentOpennessCentre exposureCost to raid a home markerNo-man's-land
Layout 1diagonal across the short axis4/205.1%50%1.6%
Layout 2diagonal across the long axis5/2010%39.1%0%
Layout 3diagonal across the long axis4/2013.7%40.5%1.8%

If your plan needs enemy ground, Layout 2 is where it is cheapest (39.1% exposure against 50% on Layout 1) — the same raid can be a bargain or a suicide depending on which board you drew.

Numbers are measured on the transcribed sheets: every legal spot within control range of each marker is tested, and the best one is reported — the way a real player looks for the safest place to stand, not the middle of the marker.

Decision points

Ratings and why

Every score is an integer out of 20. For edge, 10 is dead even and the score is given for side 0; the other metrics are absolute, per side. How these are derived →

MetricScoreConfidenceBasisWhy
edge (for Priority Assets)10/20hightheoryMirror: identical cards.

Priority Assets (side 0)

MetricScoreConfidenceBasisWhy
ceiling14/20mediumtheoryPer-unit sabotage scoring (3 VP, +2 VP in enemy territory) scales with unit count but has no big single payout.
floor12/20mediumtheoryA flat 4 VP hold line plus one sabotage a turn is reliable even from a losing board.
tempo13/20mediumtheorySabotage resolves at the end of your turn, so it rewards pushing forward on your own activation.
complexity11/20mediumtheorySimple engine, but the enemy-territory rider forces a real risk calculation every turn.
exposure17/20mediumtheorySabotage is worth 5 VP instead of 3 in the opponent territory, so the card explicitly pays you to send units where they die.
activationCost14/20mediumtheoryEach scoring unit spends its turn sabotaging rather than shooting.

Priority Assets (side 1)

MetricScoreConfidenceBasisWhy
ceiling14/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
floor12/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
tempo13/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
complexity11/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
exposure17/20mediumtheorySabotage is worth 5 VP instead of 3 in the opponent territory, so the card explicitly pays you to send units where they die.
activationCost14/20mediumtheoryEach scoring unit spends its turn sabotaging rather than shooting.

Playbook

Playing Priority Assets (side 0)

Playing Priority Assets (side 1)

Applies to both sides

Frequently asked

Who is favoured in the Priority Assets mirror match?

Priority Assets and Priority Assets come out dead even.

How do you stop your opponent scoring in the Priority Assets mirror?

Screen your own territory. Every enemy unit you keep out of your half turns their 5 VP into 3. That is a 40% pay cut for a job a single cheap unit can do, and it is the highest-value defensive action on this card. Beyond that, punish the sabotage units: they are cheap, they are alone in your deployment zone, and they are not shooting back.

What units does a Priority Assets list need for this mission?

Priority Assets needs: Numbers. The card pays per unit, so three 60-point units beat one 200-point unit every single time. Mobility — the sabotage has to happen in their half to pay full price. One durable holder for the flat 4 VP, and nothing more spent on objectives. A screen along your own territory edge. It denies 2 VP per enemy unit per turn and pays for itself immediately.

How does the Priority Assets primary mission card score?

The hold line is flat (4 VP for one or more objectives, home excluded), so a second and third objective are worth zero — the scaling is entirely in the number of units that sabotage. Sabotaging inside the opponent territory is worth 5 VP per unit instead of 3, so the mirror is a forward-pressure race, not a home-sitting race.

What are the common mistakes in this matchup?

Holding 3 objectives feels safe and scores exactly the same as holding one — the units are wasted.

Provenance