Hive Perdita Analysis

Matchup analysis → Reconnaissance mirror

Reconnaissance mirror — Gather Intel

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

Key finding

Reconnaissance and Reconnaissance come out dead even.

Force dispositionPrimary mission cardEdge
ReconnaissanceGather Intel10
ReconnaissanceGather Intel10

The matchup in a nutshell

The card pays 7 VP per unit that completes Extract Intelligence. That is the biggest single number in the entire matrix, it is per unit, and it is uncapped. So this mirror is not about objectives at all — it is an arithmetic contest over how many units each of you can afford to take out of the fight for a turn.

Reconnaissance (side 0)Reconnaissance (side 1)
CardGather IntelGather Intel
Scores atmixedmixed
Hold window0 enemy turns0 enemy turns
Exposure15/2015/20
Activation cost18/2018/20

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 Reconnaissance

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

How you score

Round 1 pays 6 VP for a central objective at the end of your turn — reach it and take it. From round 2, hold any 1 objective for 4 VP and then convert every spare unit into 7 VP of intelligence. Two acting units a turn is 14 VP; the hold line is a rounding error by comparison.

What it costs you

An acting unit does not shoot, does not move, and must be alive at the end of the turn or the action scores nothing. Every 7 VP is a whole unit-turn of doing nothing else, which is why this is the most activation-hungry card in the game. Exposure 15/20, activation cost 18/20.

How you break them

Kill the actor before the action completes — 7 VP denied for one activation, the best exchange rate on the board. You do not even need to kill it: forcing it to move, charging it, or making it worth its while to fall back all cancel the action. Hunt the cheap unsupported units, not the scary ones. And keep them off the centre in round 1: that first 6 VP is worth a full round of their engine.

What your list needs

Playing Reconnaissance

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

How you score

Round 1 pays 6 VP for a central objective at the end of your turn — reach it and take it. From round 2, hold any 1 objective for 4 VP and then convert every spare unit into 7 VP of intelligence. Two acting units a turn is 14 VP; the hold line is a rounding error by comparison.

What it costs you

An acting unit does not shoot, does not move, and must be alive at the end of the turn or the action scores nothing. Every 7 VP is a whole unit-turn of doing nothing else, which is why this is the most activation-hungry card in the game. Exposure 15/20, activation cost 18/20.

How you break them

Kill the actor before the action completes — 7 VP denied for one activation, the best exchange rate on the board. You do not even need to kill it: forcing it to move, charging it, or making it worth its while to fall back all cancel the action. Hunt the cheap unsupported units, not the scary ones. And keep them off the centre in round 1: that first 6 VP is worth a full round of their engine.

What your list needs

The three layouts

Reconnaissance 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 axis4/200.4%55.6%3.3%
Layout 2bands on the short edges9/204.6%91.7%20.4%
Layout 3diagonal across the long axis6/204.1%38.9%

If your plan needs enemy ground, Layout 3 is where it is cheapest (38.9% exposure against 91.7% on Layout 2) — 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 Reconnaissance)10/20hightheoryMirror: identical cards.

Reconnaissance (side 0)

MetricScoreConfidenceBasisWhy
ceiling19/20mediumtheory7 VP per unit completing Extract Intelligence is the largest per-event number in the matrix and it scales with how many units you can spare.
floor8/20mediumtheoryIf no unit is free to act, the card collapses to a flat 4 VP hold line.
tempo14/20mediumtheoryActions and the round-1 central grab resolve at the end of your own turn.
complexity15/20mediumtheoryAction economy, unit count and marker placement all trade against each other every turn.
exposure15/20mediumtheoryAn acting unit must be alive at the end of the turn to score, so the 7 VP is only banked if it survives in place — and it cannot shoot back.
activationCost18/20mediumtheoryEvery 7 VP costs a whole unit-turn of doing nothing else; this is the most activation-hungry card in the matrix.

Reconnaissance (side 1)

MetricScoreConfidenceBasisWhy
ceiling19/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
floor8/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
tempo14/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
complexity15/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
exposure15/20mediumtheoryAn acting unit must be alive at the end of the turn to score, so the 7 VP is only banked if it survives in place — and it cannot shoot back.
activationCost18/20mediumtheoryEvery 7 VP costs a whole unit-turn of doing nothing else; this is the most activation-hungry card in the matrix.

Playbook

Playing Reconnaissance (side 0)

Playing Reconnaissance (side 1)

Applies to both sides

Frequently asked

Who is favoured in the Reconnaissance mirror match?

Reconnaissance and Reconnaissance come out dead even.

How do you stop your opponent scoring in the Reconnaissance mirror?

Kill the actor before the action completes — 7 VP denied for one activation, the best exchange rate on the board. You do not even need to kill it: forcing it to move, charging it, or making it worth its while to fall back all cancel the action. Hunt the cheap unsupported units, not the scary ones. And keep them off the centre in round 1: that first 6 VP is worth a full round of their engine.

What units does a Reconnaissance list need for this mission?

Reconnaissance needs: Bodies you are happy to waste. Three or four cheap units whose only job is standing still and acting. One fast unit for the round-1 central grab. Reach: something that can threaten an isolated action unit anywhere on the board, because they will hide them in ruins. Enough of a real army left over to hold 1 objective all game.

How does the Reconnaissance primary mission card score?

Extract Intelligence pays 7 VP per completing unit and is uncapped in the card text, so the mirror is decided by how many units each army can take off the board for a turn.

What are the common mistakes in this matchup?

An opponent who kills your action units before the action completes denies 7 VP with a single activation — action units need cover or distance, not just spare bodies.

Provenance