---
id: disposition-matchup/reconnaissance--vs--disruption
kind: matchup-analysis
lang: en
title: "Reconnaissance vs Disruption — Surveil the Foe / Smoke and Mirrors"
subjects:
  - gdm:disposition/reconnaissance
  - gdm:disposition/disruption
  - gdm:primary/reconnaissance/surveil-the-foe
  - gdm:primary/disruption/smoke-and-mirrors
sides:
  side0:
    disposition: reconnaissance
    card: gdm:primary/reconnaissance/surveil-the-foe
    scoringCheckpoint: mixed
    holdWindow: 1
  side1:
    disposition: disruption
    card: gdm:primary/disruption/smoke-and-mirrors
    scoringCheckpoint: mixed
    holdWindow: 1
ratings:
  - metric: edge
    value: 12
    confidence: medium
    basis: theory
    rationale: "Surveil the Foe strips operation markers on ANY move that ends within range — no control, no survival, a doomed charge does it — so the denial is close to unstoppable and the 5 VP clearing line stays live. Reconnaissance also banks 9 VP a turn from its own half against 6 and runs 30 past the cap against 5. The dataslate that pushed the central terrain into the far territory narrowed this, which is why the reading is held at medium."
  - metric: ceiling
    side: 0
    value: 15
    confidence: medium
    basis: theory
    rationale: "8 VP a round of hold lines plus 4 VP surveillance and 5 VP marker denial."
  - metric: ceiling
    side: 1
    value: 16
    confidence: medium
    basis: theory
    rationale: "4 VP per decoyed objective in enemy territory, capped by a 10 VP finish for four decoys."
  - metric: floor
    side: 0
    value: 13
    confidence: medium
    basis: theory
    rationale: "The hold and parity lines pay regardless of the marker war."
  - metric: floor
    side: 1
    value: 11
    confidence: medium
    basis: theory
    rationale: "Decoys are cheap to place but the finish needs four of them to survive."
  - metric: tempo
    side: 0
    value: 11
    confidence: medium
    basis: theory
    rationale: "Surveillance and marker denial check at the end of your turn."
  - metric: tempo
    side: 1
    value: 12
    confidence: medium
    basis: theory
    rationale: "Decoy scoring checks at the end of your turn and can be rebuilt."
  - metric: complexity
    side: 0
    value: 13
    confidence: medium
    basis: theory
    rationale: "The marker war runs alongside the objective game and both have to be tracked."
  - metric: complexity
    side: 1
    value: 13
    confidence: medium
    basis: theory
    rationale: "Decoy placement has to anticipate a dedicated marker-clearing opponent."
  - metric: exposure
    side: 0
    value: 13
    confidence: medium
    basis: theory
    rationale: "Clearing enemy markers means going to where those markers are, which is rarely safe ground."
  - metric: activationCost
    side: 0
    value: 14
    confidence: medium
    basis: theory
    rationale: "Marker hunting is a full-time job for at least one fast unit."
  - metric: exposure
    side: 1
    value: 15
    confidence: medium
    basis: theory
    rationale: "Decoys are worth double in the opponent territory, and they have to survive there until the end of battle."
  - metric: activationCost
    side: 1
    value: 14
    confidence: medium
    basis: theory
    rationale: "Placing and protecting four decoys is most of an army plan."
claims:
  - type: engine-note
    side: 0
    phase: whole-game
    text: "Surveil the Foe pays 5 VP at the end of your turn when NONE of the opponent operation markers are on the battlefield — the same action that scores also switches off the Smoke and Mirrors engine."
  - type: engine-note
    side: 0
    phase: whole-game
    text: "Surveillance itself is negated when the surveilled units sit within range of objectives that have operation markers near them, so the marker war cuts both ways."
  - type: engine-note
    side: 1
    phase: whole-game
    text: "Smoke and Mirrors doubles for decoys placed in the opponent territory (2 VP plus 2 VP) and finishes on 10 VP for four or more decoyed objectives."
  - type: pitfall
    phase: whole-game
    text: "Both players can over-invest in the marker war and lose the objective game that quietly pays 4 to 8 VP a round to whoever bothers."
  - type: cost
    side: 0
    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: 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: "Every marker you clear is 5 VP for you and roughly 4 VP a turn denied to them — plus their 10 VP finish, which needs 4 objectives decoyed at the end of battle. That is the best two-for-one on the board. Prioritise markers in your own territory, because those are worth double to them. And their hold line is flat, so out-holding them by one is worth 4 VP to you at no extra cost."
  - type: list-building
    side: 0
    phase: list-building
    text: "Reconnaissance needs: One fast, expendable marker hunter. Not three — the objective game still pays 8 VP a round. Enough board presence to stay 1 objective ahead. Reach into their half, since that is where the double-value decoys sit. Nothing exotic: this card rewards a normal army that can travel."
  - type: disruption
    side: 1
    phase: whole-game
    text: "Their 5 VP marker-denial line is all-or-nothing: it needs every one of your markers gone. So spread them — a decoy they cannot reach this turn is worth more than a decoy in the perfect spot, and a single survivor denies the whole 5 VP. Their surveillance line is also negated when the surveilled units sit near objectives with markers in range, so cluster defensively. And match their objective count to deny their second 4 VP line."
  - type: list-building
    side: 1
    phase: list-building
    text: "Disruption needs: Speed and spread — decoys must be placed where 1 turn of movement cannot clear them all. Some decoys accepted at half value in your own half, because they survive to the end of battle. A holder for the flat 4 VP. Reach, not guards — their removal trigger is any move that ENDS within range of the marker, so a bodyguard changes nothing and a doomed charge still strips it. Buy the distance instead: place decoys outside their move-and-charge envelope."
  - type: layout
    phase: deployment
    text: "All three boards for this pairing are transcribed and measured. Layout 1 (diagonal across the long axis) reads 5/20 for openness, Layout 2 (diagonal across the short axis) reads 6/20 for openness, Layout 3 (diagonal halves) reads 7/20 for openness. Taking a home marker off the opponent costs 38.3% deployment-zone exposure on Layout 1 and 61.5% on Layout 2 — the same play, priced very differently. Central markers stay the safest ground on all three, bottoming out at 5.8% on Layout 2."
listRequirements:
  - side: 0
    role: "One fast, expendable marker hunter"
    count: 1
    trait:
      - expendable-bodies
      - speed
      - objective-control
    phase: list-building
    why: "One fast, expendable marker hunter."
  - side: 0
    role: "Enough board presence to stay 1 objective ahead"
    count: 1
    trait:
      - objective-control
    phase: list-building
    why: "Enough board presence to stay 1 objective ahead."
  - side: 0
    role: "Reach into their half"
    trait:
      - reach
    phase: list-building
    why: "Reach into their half, since that is where the double-value decoys sit."
  - 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: "Speed and spread"
    count: 1
    trait:
      - screening
      - speed
    phase: list-building
    why: "Speed and spread — decoys must be placed where 1 turn of movement cannot clear them all."
  - side: 1
    role: "Some decoys accepted at half value in your own half"
    trait:
      - durability
    phase: list-building
    why: "Some decoys accepted at half value in your own half, because they survive to the end of battle."
  - side: 1
    role: "A holder for the flat 4 VP"
    count: 4
    trait:
      - objective-control
    phase: list-building
    why: "A holder for the flat 4 VP."
  - side: 1
    role: "Reach, not guards"
    trait:
      - reach
      - objective-control
    phase: list-building
    why: "Reach, not guards — their removal trigger is any move that ENDS within range of the marker, so a bodyguard changes nothing and a doomed charge still strips it."
  - side: 1
    role: "Buy the distance instead"
    trait:
      - objective-control
    phase: list-building
    why: "Buy the distance instead: place decoys outside their move-and-charge envelope."
  - 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

The marker war. Smoke and Mirrors *is* its decoys — every line but the flat hold depends on them being on the board. Surveil the Foe pays 5 VP a turn precisely for there being none. One player's scoring action is the other player's off switch, which is why the theoretical edge sits with Reconnaissance — with a caveat we state plainly below.

| | Reconnaissance | Disruption |
|---|---|---|
| Card | Surveil the Foe | Smoke and Mirrors |
| Scores at | mixed | mixed |
| Hold window | 1 enemy turn | 1 enemy turn |
| Exposure | 13/20 | 15/20 |
| Activation cost | 14/20 | 14/20 |

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 Reconnaissance

*Your card: Surveil the Foe. Scoring checkpoint: mixed. Hold window: 1 enemy turn.*

### How you score

4 VP at the end of your turn for surveilling enemy units. At your Command phase, 4 VP for holding anything and 4 VP for holding more objectives than them. And 5 VP at the end of your turn if **none** of their operation markers are on the battlefield.

### What it costs you

Marker hunting is a full-time job for at least one fast unit, and the markers will not be somewhere convenient. The two Command-phase lines, though, are ordinary board play. Exposure 13/20, activation cost 14/20.

### How you break them

Every marker you clear is 5 VP for you and roughly 4 VP a turn denied to them — plus their 10 VP finish, which needs 4 objectives decoyed at the end of battle. That is the best two-for-one on the board. Prioritise markers in your own territory, because those are worth double to them. And their hold line is flat, so out-holding them by one is worth 4 VP to you at no extra cost.

### What your list needs

- One fast, expendable marker hunter. Not three — the objective game still pays 8 VP a round.
- Enough board presence to stay 1 objective ahead.
- Reach into their half, since that is where the double-value decoys sit.
- Nothing exotic: this card rewards a normal army that can travel.

## Playing Disruption

*Your card: Smoke and Mirrors. Scoring checkpoint: mixed. Hold window: 1 enemy turn.*

### How you score

2 VP per decoyed objective, plus 2 VP more for each decoyed objective in their territory. 4 VP at your Command phase for holding anything. And 10 VP at the end of battle if four or more objectives are decoyed.

### What it costs you

Placing and protecting four decoys is most of an army plan, and the double-value ones sit in their half where they are hardest to keep. Exposure 15/20, activation cost 14/20.

### How you break them

Their 5 VP marker-denial line is all-or-nothing: it needs **every** one of your markers gone. So spread them — a decoy they cannot reach this turn is worth more than a decoy in the perfect spot, and a single survivor denies the whole 5 VP. Their surveillance line is also negated when the surveilled units sit near objectives with markers in range, so cluster defensively. And match their objective count to deny their second 4 VP line.

### What your list needs

- Speed and spread — decoys must be placed where 1 turn of movement cannot clear them all.
- Some decoys accepted at half value in your own half, because they survive to the end of battle.
- A holder for the flat 4 VP.
- Reach, not guards — their removal trigger is any move that ENDS within range of the marker, so a bodyguard changes nothing and a doomed charge still strips it. Buy the distance instead: place decoys outside their move-and-charge envelope.

## The three layouts

Reconnaissance 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 across the long axis | 5/20 | 13.8% | 38.3% | 0.4% |
| Layout 2 | diagonal across the short axis | 6/20 | 5.8% | 61.5% | 11.5% |
| Layout 3 | diagonal halves | 7/20 | 19% | 56.5% | 7.9% |

- **Layout 1** — diagonal across the long axis, openness **5/20**. The middle is contested ground — the best holding spot on a central marker is still visible to **13.8%** of the enemy deployment zone. Raiding a home marker costs **38.3%** exposure — real, but payable with one screened unit. No-man's-land markers sit at **0.4%**. 67% of the legal holding spots can go fully out of sight — pick the spot, not the marker.
- **Layout 2** — diagonal across the short axis, openness **6/20**. The middle is free real estate: there is a legal spot within range of a central marker that only **5.8%** of the enemy deployment zone can see. Home markers are a fortress: taking one means standing in front of **61.5%** of their deployment zone. No-man's-land markers sit at **11.5%**. 77% of the legal holding spots can go fully out of sight — pick the spot, not the marker.
- **Layout 3** — diagonal halves, openness **7/20**. The middle is contested ground — the best holding spot on a central marker is still visible to **19%** of the enemy deployment zone. Home markers are a fortress: taking one means standing in front of **56.5%** of their deployment zone. No-man's-land markers sit at **7.9%**. 76% of the legal holding spots can go fully out of sight — pick the spot, not the marker.

If your plan needs enemy ground, **Layout 1** is where it is cheapest (38.3% exposure against 61.5% on Layout 2) — the same raid can be a bargain or a suicide depending on which board you drew.

Reconnaissance and Disruption must survive a full enemy turn before banking a grab, so **Layout 1** (openness 5/20) is the board where that plan is cheapest, and **Layout 3** (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

- Round 2 — Disruption chooses spread over value, or value over spread. Spread usually wins.
- Rounds 3-4 — Reconnaissance decides how many units the hunt is worth. One fast unit, not three.
- Round 5 — the 10 VP finish is checked; Reconnaissance needs a clean board on its last turn.
