Hive Perdita Analysis

Matchup analysis → Disruption mirror

Disruption mirror — Outmanoeuvre

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

Key finding

Disruption and Disruption come out dead even.

Force dispositionPrimary mission cardEdge
DisruptionOutmanoeuvre10
DisruptionOutmanoeuvre10

The matchup in a nutshell

The most explosive card in the game and the easiest to misplay. Your own home objective is worth nothing, the enemy's is worth 10 VP a turn, and the hold engine escalates from 4 to 5 to 6 VP per objective as the game goes on. The trap is in the timing: the checkpoint moves from your Command phase to the end of your turn in round 4, and players who do not notice leave a fortune on the table.

Disruption (side 0)Disruption (side 1)
CardOutmanoeuvreOutmanoeuvre
Scores atmixedmixed
Hold window0 enemy turns0 enemy turns
Exposure18/2018/20
Activation cost12/2012/20

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 Disruption

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

How you score

Round 1, grab wide — 4 VP per objective. Rounds 2 and 3, hold at 5 VP per objective, checked at your Command phase. From round 4, 6 VP per objective checked at the end of your turn, which means a late grab pays instantly and never has to survive a reply. And all game long, 10 VP at the end of any turn you hold their home objective.

What it costs you

Rounds 2-3 demand durability — those holds must survive a full enemy turn. Rounds 4-5 demand the opposite: hold your movement back and take everything on your own turn, because nothing has to live afterwards. Playing rounds 4-5 the way you played rounds 2-3 costs 12 to 18 VP. Exposure 18/20, activation cost 12/20.

How you break them

Their home line is worth 10 VP a turn to them and their own home is worth zero, so they will not defend it and neither can you afford to ignore yours. Screen your back line from round 2 — it is the single highest-value defensive investment in the matrix. Then, in rounds 2-3 only, remember their holds have to survive your turn: everything you shoot off a marker before their Command phase is 5 VP denied. From round 4 that window closes, so front-load your denial.

What your list needs

Playing Disruption

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

How you score

Round 1, grab wide — 4 VP per objective. Rounds 2 and 3, hold at 5 VP per objective, checked at your Command phase. From round 4, 6 VP per objective checked at the end of your turn, which means a late grab pays instantly and never has to survive a reply. And all game long, 10 VP at the end of any turn you hold their home objective.

What it costs you

Rounds 2-3 demand durability — those holds must survive a full enemy turn. Rounds 4-5 demand the opposite: hold your movement back and take everything on your own turn, because nothing has to live afterwards. Playing rounds 4-5 the way you played rounds 2-3 costs 12 to 18 VP. Exposure 18/20, activation cost 12/20.

How you break them

Their home line is worth 10 VP a turn to them and their own home is worth zero, so they will not defend it and neither can you afford to ignore yours. Screen your back line from round 2 — it is the single highest-value defensive investment in the matrix. Then, in rounds 2-3 only, remember their holds have to survive your turn: everything you shoot off a marker before their Command phase is 5 VP denied. From round 4 that window closes, so front-load your denial.

What your list needs

The three layouts

Disruption 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 1bands on the short edges9/204.6%91.7%20.4%
Layout 2diagonal across the long axis6/204%40.2%
Layout 3diagonal across the short axis4/200.9%54.6%2.7%

If your plan needs enemy ground, Layout 2 is where it is cheapest (40.2% exposure against 91.7% on Layout 1) — 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 Disruption)10/20hightheoryMirror: identical cards.

Disruption (side 0)

MetricScoreConfidenceBasisWhy
ceiling20/20mediumtheoryAn escalating per-objective engine (4 then 5 then 6 VP) on top of a recurring 10 VP for the enemy home is the highest ceiling in the matrix.
floor9/20mediumtheoryHome is excluded from every line, so a player pinned in their own deployment zone scores almost nothing.
tempo12/20mediumtheoryAveraged across a card that flips mid-game: rounds 2-3 score at your Command phase (durability), rounds 4-5 at the end of your turn (burst) — see the body and the engine-note claim.
complexity16/20mediumtheoryThe mid-game timing flip is the single easiest thing to misplay in the whole matrix.
exposure18/20mediumtheoryYour home objective is worth nothing and the enemy home objective is worth 10 VP a turn: every incentive on the card pushes your whole army onto ground the opponent controls. The most expensive card in the matrix to run.
activationCost12/20mediumtheoryWide holds tie up bodies, but nothing asks a unit to stop shooting.

Disruption (side 1)

MetricScoreConfidenceBasisWhy
ceiling20/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
floor9/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
tempo12/20mediumtheoryMirror: both players hold this card, so the same mid-game tempo flip applies to each side.
complexity16/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
exposure18/20mediumtheoryYour home objective is worth nothing and the enemy home objective is worth 10 VP a turn: every incentive on the card pushes your whole army onto ground the opponent controls. The most expensive card in the matrix to run.
activationCost12/20mediumtheoryWide holds tie up bodies, but nothing asks a unit to stop shooting.

Playbook

Playing Disruption (side 0)

Playing Disruption (side 1)

Applies to both sides

Frequently asked

Who is favoured in the Disruption mirror match?

Disruption and Disruption come out dead even.

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

Their home line is worth 10 VP a turn to them and their own home is worth zero, so they will not defend it and neither can you afford to ignore yours. Screen your back line from round 2 — it is the single highest-value defensive investment in the matrix. Then, in rounds 2-3 only, remember their holds have to survive your turn: everything you shoot off a marker before their Command phase is 5 VP denied. From round 4 that window closes, so front-load your denial.

What units does a Disruption list need for this mission?

Disruption needs: Speed above all. Nothing on this card rewards sitting still, and your home objective pays zero. A reserve or deep-strike package held back for the round 4-5 burst grabs. One cheap screen for your own home — purely defensive, purely worth it against a 10 VP line. Durable mid-board units for rounds 2-3, when holds must survive an enemy turn.

How does the Disruption primary mission card score?

The hold engine escalates: 4 VP per objective in round 1, 5 VP in rounds 2-3, 6 VP from round 4 — and every line excludes your home objective, so a body sitting at home earns nothing all game. The scoring checkpoint MOVES: rounds 2-3 score at your Command phase, rounds 4-5 at the end of your turn. Early holds must survive the enemy turn; late grabs pay immediately. Controlling the opponent home objective pays 10 VP at the end of any turn — repeatable, and larger than 2 objectives at the peak rate.

What are the common mistakes in this matchup?

Their home raid is worth 10 VP a turn to them, and your own home is worth 0 VP to you — you cannot justify a garrison on scoring grounds alone, only on denial grounds.

Provenance