Hive Perdita Analysis

Matchup analysis → Take and Hold mirror

Take and Hold mirror — Battlefield Dominance

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

Key finding

Take and Hold and Take and Hold come out dead even.

Force dispositionPrimary mission cardEdge
Take and HoldBattlefield Dominance10
Take and HoldBattlefield Dominance10

The matchup in a nutshell

Both of you hold the only card in the game that pays rent on your own home objective — 3 VP a round for a unit that never moves, and it unlocks +2 VP on every other objective you hold. Nothing separates you but armies and nerve. The whole mirror comes down to one question: whose home breaks first.

Take and Hold (side 0)Take and Hold (side 1)
CardBattlefield DominanceBattlefield Dominance
Scores atmixedmixed
Hold window1 enemy turn1 enemy turn
Exposure11/2011/20
Activation cost13/2013/20

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 Take and Hold

Your card: Battlefield Dominance. Scoring checkpoint: mixed. Hold window: 1 enemy turn.

How you score

Garrison home and never let go. With home in hand every other objective is worth 5 VP instead of 3, so 2 objectives pay 8 and three pay 13. That is the entire card. Round 1 and 2 also hand you 2 VP for simply being ahead on count, which is free if you took home first.

What it costs you

Your scoring checkpoint is your Command phase, so everything you grab has to live through a full enemy turn before it pays a single point. You are not taking objectives, you are renting targets. Budget for a unit that can eat a round of shooting, not one that merely reaches the marker. Exposure 11/20, activation cost 13/20.

How you break them

Go for their home. You score nothing for holding it, and it does not matter — contesting it deletes their rider. A three-objective opponent drops from 13 VP a round to 6 the moment their home is contested. One cheap fast unit parked in their back line is worth more than any objective you could take instead. Do it by round 3, before they have spare bodies to clear it.

What your list needs

Playing Take and Hold

Your card: Battlefield Dominance. Scoring checkpoint: mixed. Hold window: 1 enemy turn.

How you score

Garrison home and never let go. With home in hand every other objective is worth 5 VP instead of 3, so 2 objectives pay 8 and three pay 13. That is the entire card. Round 1 and 2 also hand you 2 VP for simply being ahead on count, which is free if you took home first.

What it costs you

Your scoring checkpoint is your Command phase, so everything you grab has to live through a full enemy turn before it pays a single point. You are not taking objectives, you are renting targets. Budget for a unit that can eat a round of shooting, not one that merely reaches the marker. Exposure 11/20, activation cost 13/20.

How you break them

Go for their home. You score nothing for holding it, and it does not matter — contesting it deletes their rider. A three-objective opponent drops from 13 VP a round to 6 the moment their home is contested. One cheap fast unit parked in their back line is worth more than any objective you could take instead. Do it by round 3, before they have spare bodies to clear it.

What your list needs

The three layouts

Take and Hold 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 long axis6/201%84%0.4%
Layout 2diagonal across the short axis5/200.5%63.2%3.8%
Layout 3diagonal halves6/200.9%88.7%1.7%

If your plan needs enemy ground, Layout 2 is where it is cheapest (63.2% exposure against 88.7% on Layout 3) — 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 Take and Hold)10/20hightheoryMirror: both players hold the same card, so the edge is decided by army and execution, not by the mission.

Take and Hold (side 0)

MetricScoreConfidenceBasisWhy
ceiling17/20mediumtheory3 objectives including home pays 3x3 + 2x2 = 13 VP per Command phase, the highest sustained hold rate in the matrix.
floor13/20mediumtheoryHome alone still pays 3 VP per round with no action, kill or marker requirement.
tempo5/20mediumtheoryThe whole engine scores at the end of YOUR Command phase, so what matters is what survives the opponent turn, not what you grab on yours.
complexity6/20mediumtheoryOne clean rule to track (objective count plus the home rider); the difficulty is board control, not bookkeeping.
exposure11/20mediumtheoryThe engine pays rent on your own home objective, which is the cheapest square on the board to occupy — but every other objective must be physically held through an enemy turn.
activationCost13/20mediumtheoryObjectives are held by parked units; the rider on home means 1 unit is committed there for the whole game and never fights.

Take and Hold (side 1)

MetricScoreConfidenceBasisWhy
ceiling17/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
floor13/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
tempo5/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
complexity6/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
exposure11/20mediumtheoryThe engine pays rent on your own home objective, which is the cheapest square on the board to occupy — but every other objective must be physically held through an enemy turn.
activationCost13/20mediumtheoryObjectives are held by parked units; the rider on home means 1 unit is committed there for the whole game and never fights.

Playbook

Playing Take and Hold (side 0)

Playing Take and Hold (side 1)

Applies to both sides

Frequently asked

Who is favoured in the Take and Hold mirror match?

Take and Hold and Take and Hold come out dead even.

How do you stop your opponent scoring in the Take and Hold mirror?

Go for their home. You score nothing for holding it, and it does not matter — contesting it deletes their rider. A three-objective opponent drops from 13 VP a round to 6 the moment their home is contested. One cheap fast unit parked in their back line is worth more than any objective you could take instead. Do it by round 3, before they have spare bodies to clear it.

What units does a Take and Hold list need for this mission?

Take and Hold needs: A cheap, tough home garrison you are happy to never move — objective control matters more than damage here. Two mid-board units that can survive a full enemy turn standing on a marker; wounds and saves beat damage output. One fast, expendable unit whose entire job is to reach the enemy back line by round 3 and refuse to die. A screen against deep strike: your home objective is worth 5 VP a round to them if they take it from you.

How does the Take and Hold primary mission card score?

Battlefield Dominance is the only primary card that pays for your own home objective (3 VP), and holding home also unlocks +2 VP for every other objective you hold.

What are the common mistakes in this matchup?

Losing home is a double hit: minus 3 VP for home itself and minus 2 VP for every other objective held. A three-objective player who loses home drops from 13 to 6 VP per round. Trading your home garrison away to grab a fourth objective is usually VP-negative once the rider is lost.

Provenance