Hive Perdita Analysis

Matchup analysis → Reconnaissance vs Disruption

Reconnaissance vs Disruption — Surveil the Foe / Smoke and Mirrors

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

Key finding

Reconnaissance holds the slight edge here.

Force dispositionPrimary mission cardEdge
ReconnaissanceSurveil the Foe12
DisruptionSmoke and Mirrors8

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.

ReconnaissanceDisruption
CardSurveil the FoeSmoke and Mirrors
Scores atmixedmixed
Hold window1 enemy turn1 enemy turn
Exposure13/2015/20
Activation cost14/2014/20

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

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

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.

BoardDeploymentOpennessCentre exposureCost to raid a home markerNo-man's-land
Layout 1diagonal across the long axis5/2013.8%38.3%0.4%
Layout 2diagonal across the short axis6/205.8%61.5%11.5%
Layout 3diagonal halves7/2019%56.5%7.9%

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

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)12/20mediumtheorySurveil 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.

Reconnaissance

MetricScoreConfidenceBasisWhy
ceiling15/20mediumtheory8 VP a round of hold lines plus 4 VP surveillance and 5 VP marker denial.
floor13/20mediumtheoryThe hold and parity lines pay regardless of the marker war.
tempo11/20mediumtheorySurveillance and marker denial check at the end of your turn.
complexity13/20mediumtheoryThe marker war runs alongside the objective game and both have to be tracked.
exposure13/20mediumtheoryClearing enemy markers means going to where those markers are, which is rarely safe ground.
activationCost14/20mediumtheoryMarker hunting is a full-time job for at least one fast unit.

Disruption

MetricScoreConfidenceBasisWhy
ceiling16/20mediumtheory4 VP per decoyed objective in enemy territory, capped by a 10 VP finish for four decoys.
floor11/20mediumtheoryDecoys are cheap to place but the finish needs four of them to survive.
tempo12/20mediumtheoryDecoy scoring checks at the end of your turn and can be rebuilt.
complexity13/20mediumtheoryDecoy placement has to anticipate a dedicated marker-clearing opponent.
exposure15/20mediumtheoryDecoys are worth double in the opponent territory, and they have to survive there until the end of battle.
activationCost14/20mediumtheoryPlacing and protecting four decoys is most of an army plan.

Playbook

Playing Reconnaissance

Playing Disruption

Applies to both sides

Frequently asked

Is Reconnaissance or Disruption favoured in this matchup?

Reconnaissance holds the slight edge here.

How do you stop Disruption scoring when you are playing Reconnaissance?

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 units does a Reconnaissance list need against Disruption?

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.

How do you stop Reconnaissance scoring when you are playing Disruption?

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 units does a Disruption list need against Reconnaissance?

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.

How do the Reconnaissance and Disruption primary mission cards score?

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. 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. 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.

What are the common mistakes in this matchup?

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.

Provenance