Hive Perdita Analysis

Matchup analysis → Take and Hold vs Priority Assets

Take and Hold vs Priority Assets — Inescapable Dominion / Secure Asset

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

Key finding

Priority Assets holds the slight edge here.

Force dispositionPrimary mission cardEdge
Take and HoldInescapable Dominion9
Priority AssetsSecure Asset11

The matchup in a nutshell

Two flat cards, so neither of you scales with board control — this is a game of thresholds, not accumulation. Take and Hold needs 2 objectives and a lead on count for a dependable 9 VP a round. Priority Assets needs 1 objective, an action every turn, and exactly 3 markers for its second bonus. Reliability favours the holder.

Take and HoldPriority Assets
CardInescapable DominionSecure Asset
Scores atmixedmixed
Hold window1 enemy turn1 enemy turn
Exposure12/2013/20
Activation cost12/2014/20

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 Take and Hold

Your card: Inescapable Dominion. Scoring checkpoint: mixed. Hold window: 1 enemy turn.

How you score

4 VP any turn you hold three or more objectives; then at your Command phase, 5 VP for holding two or more and 4 VP for holding more objectives than your opponent. A flat, dependable 9 VP a round that asks nothing of your army but standing still. Plus 5 VP at the end of battle for their home objective.

What it costs you

Low. 2 objectives on safe ground and a count advantage can be built without ever exposing much — the only risky play on the card is the late home raid, and that is optional. Exposure 12/20, activation cost 12/20.

How you break them

Their second bonus needs exactly 3 objectives, so denying their third is worth 4 VP to them and 4 VP to you at the same time — contest, do not expand. Their other half is the asset action, so kill the carrier: a unit performing an action is not shooting back and usually not moving. And note that your count bonus is checked at your Command phase, so they can take an objective on their own turn and still deny it — count at the right moment.

What your list needs

Playing Priority Assets

Your card: Secure Asset. Scoring checkpoint: mixed. Hold window: 1 enemy turn.

How you score

4 VP any turn a unit secures the asset, 2 VP for killing an enemy that started near a central objective, and at your Command phase 4 VP for holding anything plus 4 VP for holding three or more.

What it costs you

The asset carrier spends its turn on the action, and reaching 3 objectives against a dedicated holding army means committing bodies you would rather keep. Half your card depends on an action completing. Exposure 13/20, activation cost 14/20.

How you break them

Their card is flat: 5 VP for 2 objectives, 4 VP for being ahead on count. So matching their count denies 4 VP for free — you do not need to out-hold them, only to tie. Their 5 VP finish wants your home objective, so screen it from round 4. And the fourth objective is worth nothing to them, which means anything they commit beyond two is a unit you can ignore.

What your list needs

The three layouts

Take and Hold vs Priority Assets 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 1bands on the short edges11/2019.7%63.9%
Layout 2bands on the short edges3/200%41.1%0%
Layout 3diagonal across the short axis7/2017.3%60.8%8.4%

If your plan needs enemy ground, Layout 2 is where it is cheapest (41.1% exposure against 63.9% on Layout 1) — the same raid can be a bargain or a suicide depending on which board you drew.

Take and Hold and Priority Assets must survive a full enemy turn before banking a grab, so Layout 2 (openness 3/20) is the board where that plan is cheapest, and Layout 1 (11/20) 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 Take and Hold)9/20mediumtheoryBoth cards run flat hold lines and both project 25 VP past the cap, so the cell is decided by who can score without moving: Secure Asset banks 12 VP a turn from its own half and the centre against Inescapable Dominion's 9, and its action pays without the ground having to survive to the end of the turn. The count bonus that looks like the Take and Hold edge is the clause that obliges it to leave.

Take and Hold

MetricScoreConfidenceBasisWhy
ceiling13/20mediumtheoryFlat lines cap the card: 9 VP a round plus a 4 VP stretch and a 5 VP finish.
floor16/20mediumtheory2 objectives and a lead on count is the whole card, and it needs nothing else.
tempo7/20mediumtheoryThe engine is a Command-phase checkpoint.
complexity5/20mediumtheory2 objectives, stay ahead on count. The simplest card in the matrix.
exposure12/20mediumtheory2 objectives and a count lead can be built from safe ground; only the late home raid puts a unit somewhere hostile.
activationCost12/20mediumtheoryFlat thresholds mean you commit exactly enough and no more — the cheapest holding plan in the matrix.

Priority Assets

MetricScoreConfidenceBasisWhy
ceiling14/20mediumtheory8 VP a round when holding three, plus the asset action and a kill rider.
floor12/20mediumtheoryThe 4 VP hold is safe, but half the card depends on completing the asset action.
tempo11/20mediumtheoryThe asset action and the kill rider both resolve at the end of your turn.
complexity11/20mediumtheoryAction timing against a three-objective threshold.
exposure13/20mediumtheorySecuring the asset and reaching 3 objectives both require forward presence held through an enemy turn.
activationCost14/20mediumtheoryThe asset carrier is a dedicated unit, and 3 objectives need three garrisons.

Playbook

Playing Take and Hold

Playing Priority Assets

Applies to both sides

Frequently asked

Is Take and Hold or Priority Assets favoured in this matchup?

Priority Assets holds the slight edge here.

How do you stop Priority Assets scoring when you are playing Take and Hold?

Their second bonus needs exactly 3 objectives, so denying their third is worth 4 VP to them and 4 VP to you at the same time — contest, do not expand. Their other half is the asset action, so kill the carrier: a unit performing an action is not shooting back and usually not moving. And note that your count bonus is checked at your Command phase, so they can take an objective on their own turn and still deny it — count at the right moment.

What units does a Take and Hold list need against Priority Assets?

Take and Hold needs: Two durable holders. That is the whole engine. 1 unit dedicated to contesting their third objective — it does not need to hold it, only to deny it. Threat on their asset carrier: reach, or something in reserve. One late raider for the 5 VP finish; you will have units spare by round 4.

How do you stop Take and Hold scoring when you are playing Priority Assets?

Their card is flat: 5 VP for 2 objectives, 4 VP for being ahead on count. So matching their count denies 4 VP for free — you do not need to out-hold them, only to tie. Their 5 VP finish wants your home objective, so screen it from round 4. And the fourth objective is worth nothing to them, which means anything they commit beyond two is a unit you can ignore.

What units does a Priority Assets list need against Take and Hold?

Priority Assets needs: Two or three cheap units able to perform the asset action on rotation, so a kill does not stop the engine. Just enough board presence to reach 3 objectives — not four. A home screen for the last 2 rounds. Shooting that can reach models sitting on central objectives, for the 2 VP rider.

How do the Take and Hold and Priority Assets primary mission cards score?

Inescapable Dominion does not scale: 5 VP for two or more objectives and 4 VP for being ahead on count is a hard 9 VP a round, so the fourth objective is worth nothing. Denying the opponent third objective is worth 4 VP to the Take and Hold player (the count bonus) — denial and scoring are the same action. Secure Asset pays 4 VP for holding anything and another 4 VP for holding three or more, so the Priority Assets player has a real threshold at exactly 3 objectives.

What are the common mistakes in this matchup?

Both players lose VP by over-committing to a fourth objective: neither hold line pays for it.

Provenance