---
id: disposition-matchup/purge-the-foe--vs--disruption
kind: matchup-analysis
lang: en
title: "Purge the Foe vs Disruption — Punishment / Delaying Action"
subjects:
  - gdm:disposition/purge-the-foe
  - gdm:disposition/disruption
  - gdm:primary/purge-the-foe/punishment
  - gdm:primary/disruption/delaying-action
sides:
  side0:
    disposition: purge-the-foe
    card: gdm:primary/purge-the-foe/punishment
    scoringCheckpoint: command-phase
    holdWindow: 1
  side1:
    disposition: disruption
    card: gdm:primary/disruption/delaying-action
    scoringCheckpoint: mixed
    holdWindow: 1
ratings:
  - metric: edge
    value: 9
    confidence: medium
    basis: theory
    rationale: "Punishment prints more — a net 13 VP of clauses with no counterpart on Delaying Action, including an 8 VP finish on the enemy home. But 5 of its 9 VP a turn sit behind a kill on ground the Disruption player chooses whether to offer, while Delaying Action banks 7 from its own half and pays 2 VP per body with no cap. A printed lead you have to cross the board to collect is not a lead."
  - metric: ceiling
    side: 0
    value: 15
    confidence: medium
    basis: theory
    rationale: "9 VP a round, 5 VP per turn of condemned kills and an 8 VP finish."
  - metric: ceiling
    side: 1
    value: 13
    confidence: medium
    basis: theory
    rationale: "2 VP per enemy unit killed adds up against a wide army but has no single big payout."
  - metric: floor
    side: 0
    value: 15
    confidence: medium
    basis: theory
    rationale: "Holding 1 objective and staying ahead on count needs no special condition."
  - metric: floor
    side: 1
    value: 13
    confidence: medium
    basis: theory
    rationale: "One central and one expansion objective pays 3 VP a turn on top of the flat hold."
  - metric: tempo
    side: 0
    value: 10
    confidence: medium
    basis: theory
    rationale: "The condemned clause resolves at the end of a turn; the engine is a Command-phase checkpoint."
  - metric: tempo
    side: 1
    value: 12
    confidence: medium
    basis: theory
    rationale: "Kills and the central-plus-expansion clause both check at the end of your turn."
  - metric: complexity
    side: 0
    value: 8
    confidence: medium
    basis: theory
    rationale: "Track objective parity and the condemned units."
  - metric: complexity
    side: 1
    value: 10
    confidence: medium
    basis: theory
    rationale: "Needs the right 2 objectives, not just any two."
  - metric: exposure
    side: 0
    value: 13
    confidence: medium
    basis: theory
    rationale: "Parity is cheap, but the 8 VP finish requires a unit to survive on the opponent home objective."
  - metric: activationCost
    side: 0
    value: 9
    confidence: medium
    basis: theory
    rationale: "Little non-fighting work beyond the raid."
  - metric: exposure
    side: 1
    value: 12
    confidence: medium
    basis: theory
    rationale: "Kills can be taken from cover; only the central-plus-expansion clause requires holding forward ground."
  - metric: activationCost
    side: 1
    value: 9
    confidence: medium
    basis: theory
    rationale: "Two well-chosen objectives, and the rest of the army fights."
claims:
  - type: engine-note
    side: 0
    phase: whole-game
    text: "Punishment pays 4 VP for holding anything and 5 VP for holding more objectives than the opponent — 9 VP a round for a one-objective lead — plus 8 VP at the end of battle for their home objective."
  - type: engine-note
    side: 1
    phase: whole-game
    text: "Delaying Action needs one central AND one expansion objective for its 3 VP end-of-turn line: which 2 objectives you hold matters more than how many."
  - type: engine-note
    side: 1
    phase: whole-game
    text: "Delaying Action pays 2 VP per enemy unit destroyed, counting units not points — killing three cheap units beats killing one expensive one."
  - type: threat
    phase: whole-game
    text: "An aggressive Purge army feeds the Delaying Action kill counter every time it over-extends; conversely, a passive Purge player loses the tempo they need for the condemned clause."
  - type: cost
    side: 0
    phase: whole-game
    text: "This card scores at your Command phase, so an objective taken on your turn only pays if it survives a full enemy turn (hold window 1) — price the grab accordingly before committing a unit to it."
  - type: cost
    side: 1
    phase: whole-game
    text: "This card moves its checkpoint during the game, so the same grab costs a full enemy turn early and nothing late — price the grab accordingly before committing a unit to it."
  - type: terrain
    phase: deployment
    text: "Measured across all 45 transcribed layouts: a central objective can be held from a spot only 4.6% of the enemy deployment zone can see (best board 0%), while taking an enemy home objective means standing where a median of 47.7% of their deployment zone has line of sight, rising to 91.7% on the most exposed board. Cards that pay for enemy home objectives are charging you that difference, and the board decides the price."
    refs:
      - rule:13.08
      - rule:14.02
  - type: disruption
    side: 0
    phase: whole-game
    text: "Their 3 VP end-of-turn line needs one central and one expansion objective simultaneously — not two of anything. Deny either type and it is gone. Their kill line counts units, so your losses are what fund them: do not feed them three cheap units when one big one would have died anyway. Consolidate rather than scattering."
  - type: list-building
    side: 0
    phase: list-building
    text: "Purge the Foe needs: Board presence for parity — 5 VP a round for 1 objective of lead. Units that die expensively rather than in threes; their card counts bodies, not points. A raid package for their home objective, set up by round 4. Restraint on kills: the condemned clause is a bonus, parity is the engine."
  - type: disruption
    side: 1
    phase: whole-game
    text: "Their parity bonus is worth 5 VP a round and needs strictly more objectives than you. Choose your central and expansion pair so that it also matches their count: the same 2 objectives then score your 3 VP and deny their 5 VP, an 8 VP swing per round from one deployment decision. Screen your home from round 4 against the 8 VP finish. And their condemned clause needs specific units gone, so protecting the marked one is worth more than saving a bigger unit."
  - type: list-building
    side: 1
    phase: list-building
    text: "Disruption needs: Focused firepower that reliably finishes a unit every turn — the card counts kills, not damage. Cheap targets preferred: killing three 60-point units beats killing one 300-point one. 2 objectives chosen at deployment to score AND deny parity. A home screen from round 4."
  - type: layout
    phase: deployment
    text: "All three boards for this pairing are transcribed and measured. Layout 1 (diagonal halves) reads 7/20 for openness, Layout 2 (diagonal across the long axis) reads 2/20 for openness, Layout 3 (diagonal across the short axis) reads 5/20 for openness. Taking a home marker off the opponent costs 14.2% deployment-zone exposure on Layout 2 and 66.8% on Layout 1 — the same play, priced very differently. Central markers stay the safest ground on all three, bottoming out at 3.9% on Layout 2."
listRequirements:
  - side: 0
    role: "Board presence for parity"
    count: 5
    trait:
      - objective-control
    phase: list-building
    why: "Board presence for parity — 5 VP a round for 1 objective of lead."
  - side: 0
    role: "Units that die expensively rather than in threes"
    trait:
      - expendable-bodies
    phase: list-building
    why: "Units that die expensively rather than in threes; their card counts bodies, not points."
  - side: 0
    role: "A raid package for their home objective, set up by round 4"
    count: 4
    trait:
      - objective-control
    phase: list-building
    why: "A raid package for their home objective, set up by round 4."
  - side: 0
    role: "Restraint on kills"
    trait:
      - damage
    phase: list-building
    why: "Restraint on kills: the condemned clause is a bonus, parity is the engine."
  - side: 0
    role: "A reactive threat that makes the approach cost something"
    count: 1
    trait:
      - reactive-deterrence
    phase: rounds-2-3
    why: "This card checks its hold at the Command phase, so every grab has to live through a full enemy turn. Heroic Intervention, Fire Overwatch and Counter-Offensive make that survivable by taxing the commit instead of answering it after the fact — cheaper than buying enough wounds to tank it."
  - side: 1
    role: "Focused firepower that reliably finishes a unit every turn"
    trait:
      - damage
    phase: list-building
    why: "Focused firepower that reliably finishes a unit every turn — the card counts kills, not damage."
  - side: 1
    role: "Cheap targets preferred"
    count: 3
    trait:
      - expendable-bodies
      - damage
    phase: list-building
    why: "Cheap targets preferred: killing three 60-point units beats killing one 300-point one."
  - side: 1
    role: "2 objectives chosen at deployment to score AND deny parity"
    count: 2
    trait:
      - objective-control
    phase: list-building
    why: "2 objectives chosen at deployment to score AND deny parity."
  - side: 1
    role: "A home screen from round 4"
    count: 4
    trait:
      - screening
    phase: list-building
    why: "A home screen from round 4."
  - side: 1
    role: "A reactive threat that makes the approach cost something"
    count: 1
    trait:
      - reactive-deterrence
    phase: rounds-2-3
    why: "This card checks its hold at the Command phase, so every grab has to live through a full enemy turn. Heroic Intervention, Fire Overwatch and Counter-Offensive make that survivable by taxing the commit instead of answering it after the fact — cheaper than buying enough wounds to tank it."
dependsOn:
  corpus: "2026-05-09 23:42:21"
  gdmPack: "GDM"
status: draft
sources: []
---

## The matchup in a nutshell

Two killers with different accountants. Punishment pays a generous flat rate for objective parity and treats kills as a bonus; Delaying Action pays **2 VP per enemy unit destroyed**, counting units rather than points. Edge to Punishment on reliability, but two well-chosen objectives can swing 8 VP a round for the Disruption player.

| | Purge the Foe | Disruption |
|---|---|---|
| Card | Punishment | Delaying Action |
| Scores at | command phase | mixed |
| Hold window | 1 enemy turn | 1 enemy turn |
| Exposure | 13/20 | 12/20 |
| Activation cost | 9/20 | 9/20 |

A hold window of 1 cuts both ways, and most players only think about one of them. It means your grab has to survive a full enemy turn before it pays — but it also means **you get a whole turn to shoot theirs off the marker before they bank it**. Denial is not a side quest on this card; it is half the card.

## Playing Purge the Foe

*Your card: Punishment. Scoring checkpoint: command phase. Hold window: 1 enemy turn.*

### How you score

At your Command phase, 4 VP for holding anything and 5 VP for holding more objectives than them. 5 VP at the end of a turn when a condemned enemy unit leaves the battlefield. And 8 VP at the end of battle for their home objective.

### What it costs you

Parity is cheap. The 8 VP finish is not — it needs a unit to survive on their home objective, which on the boards we have measured means standing in the open. Exposure 13/20, activation cost 9/20.

### How you break them

Their 3 VP end-of-turn line needs **one central and one expansion objective simultaneously** — not two of anything. Deny either type and it is gone. Their kill line counts units, so your losses are what fund them: do not feed them three cheap units when one big one would have died anyway. Consolidate rather than scattering.

### What your list needs

- Board presence for parity — 5 VP a round for 1 objective of lead.
- Units that die expensively rather than in threes; their card counts bodies, not points.
- A raid package for their home objective, set up by round 4.
- Restraint on kills: the condemned clause is a bonus, parity is the engine.

## Playing Disruption

*Your card: Delaying Action. Scoring checkpoint: mixed. Hold window: 1 enemy turn.*

### How you score

2 VP per enemy unit destroyed each turn. 4 VP at your Command phase for holding anything. And 3 VP at the end of your turn for holding one or more central objectives **and** one or more expansion objectives at the same time.

### What it costs you

Kills can be taken from cover, so your exposure is genuinely low. The central-plus-expansion clause forces you to hold two specific pieces of ground, but you choose which. Exposure 12/20, activation cost 9/20.

### How you break them

Their parity bonus is worth 5 VP a round and needs **strictly more** objectives than you. Choose your central and expansion pair so that it also matches their count: the same 2 objectives then score your 3 VP and deny their 5 VP, an 8 VP swing per round from one deployment decision. Screen your home from round 4 against the 8 VP finish. And their condemned clause needs specific units gone, so protecting the marked one is worth more than saving a bigger unit.

### What your list needs

- Focused firepower that reliably finishes a unit every turn — the card counts kills, not damage.
- Cheap targets preferred: killing three 60-point units beats killing one 300-point one.
- 2 objectives chosen at deployment to score AND deny parity.
- A home screen from round 4.

## The three layouts

Purge the Foe vs Disruption is played on one of three boards, and they are not the same game. All three are transcribed and measured below.

| Board | Deployment | Openness | Centre exposure | Cost to raid a home marker | No-man's-land |
|---|---|---|---|---|---|
| Layout 1 | diagonal halves | 7/20 | 20.7% | 66.8% | 0% |
| Layout 2 | diagonal across the long axis | 2/20 | 3.9% | 14.2% | — |
| Layout 3 | diagonal across the short axis | 5/20 | 8.1% | 46.2% | 2.4% |

- **Layout 1** — diagonal halves, openness **7/20**. The middle is contested ground — the best holding spot on a central marker is still visible to **20.7%** of the enemy deployment zone. Home markers are a fortress: taking one means standing in front of **66.8%** of their deployment zone. No-man's-land markers sit at **0%**. 70% of the legal holding spots can go fully out of sight — pick the spot, not the marker.
- **Layout 2** — diagonal across the long axis, openness **2/20**. The middle is free real estate: there is a legal spot within range of a central marker that only **3.9%** of the enemy deployment zone can see. Home markers are soft: walking onto one of theirs exposes you to only **14.2%** of their zone. 63% of the legal holding spots can go fully out of sight — pick the spot, not the marker.
- **Layout 3** — diagonal across the short axis, openness **5/20**. The middle is free real estate: there is a legal spot within range of a central marker that only **8.1%** of the enemy deployment zone can see. Raiding a home marker costs **46.2%** exposure — real, but payable with one screened unit. No-man's-land markers sit at **2.4%**. Almost anywhere you stand near a marker (87% of legal spots) can be put fully out of sight.

If your plan needs enemy ground, **Layout 2** is where it is cheapest (14.2% exposure against 66.8% on Layout 1) — the same raid can be a bargain or a suicide depending on which board you drew.

Purge the Foe and Disruption must survive a full enemy turn before banking a grab, so **Layout 2** (openness 2/20) is the board where that plan is cheapest, and **Layout 1** (7/20) the one where it bleeds.

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

- Deployment — Disruption picks the central-plus-expansion pair that also contests parity.
- Every turn — Disruption asks "which unit can I actually finish?", not "what is the best target?".
- Round 4 — Purge the Foe commits to the home raid; Disruption decides whether to screen or keep scoring.
