Hive Perdita Analysis

Matchup analysis → Priority Assets vs Disruption

Priority Assets vs Disruption — Extract Relic / Locate and Deny

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

Key finding

Priority Assets holds a clear edge here.

Force dispositionPrimary mission cardEdge
Priority AssetsExtract Relic14
DisruptionLocate and Deny6

The matchup in a nutshell

Almost the same card, with one word reversed — and that word decides the matchup. Both pay 4 VP a turn and 5 VP at the end of battle for a marker condition. But Extract Relic keys off the opponent's marker count, while Locate and Deny keys off its own. The Disruption player sets the number for both cards. Edge to Disruption.

Priority AssetsDisruption
CardExtract RelicLocate and Deny
Scores atmixedmixed
Hold window0 enemy turns0 enemy turns
Exposure13/2012/20
Activation cost15/2013/20

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 Priority Assets

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

How you score

4 VP any turn a unit performs a sensor sweep, 3 VP for killing an enemy that started the turn near an objective, 4 VP at your Command phase for holding anything, and 4 VP a turn plus 5 VP at the end of battle when only one of their markers is on the board, your unit is in that terrain area, and none of theirs is.

What it costs you

The sweep and the kill rider are cheap and dependable. The marker clause is not a cost problem — it is a control problem, because you do not control the condition. Exposure 13/20, activation cost 15/20.

How you break them

Their marker clause needs exclusive presence in a terrain area: 1 model of yours inside it breaks 4 VP a turn and their 5 VP finish. That is the cheapest denial in the entire matrix, and it should be your first plan, not your last. Meanwhile treat your own marker clause as a bonus you may never get, and bank the sweep and the kill rider instead — those they cannot touch.

What your list needs

Playing Disruption

Your card: Locate and Deny. Scoring checkpoint: mixed. Hold window: 0 enemy turns.

How you score

4 VP for killing an enemy that started the turn near objectives. 4 VP at your Command phase for holding anything. And 4 VP a turn plus 5 VP at the end of battle when only one of your own markers is on the board, your unit is in that terrain area, and none of theirs is.

What it costs you

Genuinely low: you choose the ground and the timing. The only real demand is holding one terrain area exclusively, all game. Exposure 12/20, activation cost 13/20.

How you break them

Their identical clause keys off your marker count, so run 1 marker when your area is secure and two or more the moment their clause could come online. One decision drives both cards — that is the whole matchup. Their sensor sweep is an action, so killing or engaging the sweeper stops 4 VP a turn. And their 3 VP kill rider needs your units near objectives, so hold from the edge of control range rather than on top of the marker.

What your list needs

The three layouts

Priority Assets 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 short axis3/206.9%18%6.1%
Layout 2diagonal across the long axis5/2015%35.2%1.5%
Layout 3diagonal halves6/2020.3%64.7%0%

If your plan needs enemy ground, Layout 1 is where it is cheapest (18% exposure against 64.7% 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 Priority Assets)14/20mediumtheoryVerified against the printed cards, not read off them: Extract Relic pays 4 VP for performing a sensor sweep and Locate and Deny pays nothing for the identical action, while Locate and Deny takes only 1 VP more for a kill on an objective. Priority Assets also banks 8 VP a turn from its own half and the centre against 4, and runs 35 VP past the primary cap against 20. The marker clauses look mirrored; the payouts are not.

Priority Assets

MetricScoreConfidenceBasisWhy
ceiling14/20mediumtheorySensor sweep, a kill rider and the marker clause stack to a good turn, but nothing pays big alone.
floor12/20mediumtheoryThe 4 VP hold line and the sensor sweep are dependable; the marker clause is not.
tempo12/20mediumtheoryActions and kills resolve at the end of your turn.
complexity13/20mediumtheoryYou have to read the opponent marker plan to know whether half your card is live.
exposure13/20mediumtheoryThe marker clause demands exclusive presence inside a terrain area — you must both be there and keep them out.
activationCost15/20mediumtheoryA sensor sweep every turn plus contesting a marker area is 2 units permanently occupied.

Disruption

MetricScoreConfidenceBasisWhy
ceiling15/20mediumtheorySame shape, with the marker clause under your own control.
floor14/20mediumtheoryHolding 1 objective plus a self-controlled marker clause is a stable base.
tempo11/20mediumtheorySame shape.
complexity11/20mediumtheoryYou choose when the clause is live, but you must also deny theirs.
exposure12/20mediumtheoryYour own marker clause is satisfied on ground you choose, which is the cheapest version of this mechanic in the matrix.
activationCost13/20mediumtheoryHolding a terrain area exclusively means a unit sits in it and stays.

Playbook

Playing Priority Assets

Playing Disruption

Applies to both sides

Frequently asked

Is Priority Assets or Disruption favoured in this matchup?

Priority Assets holds a clear edge here.

How do you stop Disruption scoring when you are playing Priority Assets?

Their marker clause needs exclusive presence in a terrain area: 1 model of yours inside it breaks 4 VP a turn and their 5 VP finish. That is the cheapest denial in the entire matrix, and it should be your first plan, not your last. Meanwhile treat your own marker clause as a bonus you may never get, and bank the sweep and the kill rider instead — those they cannot touch.

What units does a Priority Assets list need against Disruption?

Priority Assets needs: Two or three cheap units to sweep on rotation, so a kill does not stop the engine. One expendable model whose whole job is to walk into their marker's terrain area and stand there. Shooting that reaches units sitting near objectives, for the 3 VP rider. One holder for the flat 4 VP.

How do you stop Priority Assets scoring when you are playing Disruption?

Their identical clause keys off your marker count, so run 1 marker when your area is secure and two or more the moment their clause could come online. One decision drives both cards — that is the whole matchup. Their sensor sweep is an action, so killing or engaging the sweeper stops 4 VP a turn. And their 3 VP kill rider needs your units near objectives, so hold from the edge of control range rather than on top of the marker.

What units does a Disruption list need against Priority Assets?

Disruption needs: A terrain area you can hold alone — one with a single approach beats a central one. A cheap guard for that area; one enemy model inside it ends the clause. Reach onto their sweeper. Restraint on markers: the count is a weapon, not a fixture.

How do the Priority Assets and Disruption primary mission cards score?

Extract Relic requires that only ONE of the OPPONENT operation markers is on the battlefield — a condition the Disruption player controls, and can deliberately deny by keeping two or more out. Locate and Deny requires that only one of YOUR OWN markers is on the battlefield, so the Disruption player can satisfy their clause and break the opponent identical clause with the same decision. Both clauses also require one of your units inside the marker terrain area with no enemy unit in it — exclusive presence in a terrain area, not just proximity.

Provenance