---
id: disposition-matchup/purge-the-foe--mirror
kind: matchup-analysis
lang: en
title: "Purge the Foe mirror — Meatgrinder"
subjects:
  - gdm:disposition/purge-the-foe
  - gdm:primary/purge-the-foe/meatgrinder
sides:
  side0:
    disposition: purge-the-foe
    card: gdm:primary/purge-the-foe/meatgrinder
    scoringCheckpoint: mixed
    holdWindow: 0
  side1:
    disposition: purge-the-foe
    card: gdm:primary/purge-the-foe/meatgrinder
    scoringCheckpoint: mixed
    holdWindow: 0
ratings:
  - metric: edge
    value: 10
    confidence: high
    basis: theory
    rationale: "Mirror: identical cards, so the mission contributes nothing to the differential."
  - metric: ceiling
    side: 0
    value: 16
    confidence: medium
    basis: theory
    rationale: "Kill 3 VP plus trade differential 5 VP plus enemy home 5 VP is 13 VP a turn on top of the hold line."
  - metric: ceiling
    side: 1
    value: 16
    confidence: medium
    basis: theory
    rationale: "Mirror: both players hold this card, so the profile is identical on each side."
  - metric: floor
    side: 0
    value: 11
    confidence: medium
    basis: theory
    rationale: "The hold line is a flat 4 VP and the kill rider is nearly free, so 7 VP a round is the realistic floor."
  - metric: floor
    side: 1
    value: 11
    confidence: medium
    basis: theory
    rationale: "Mirror: both players hold this card, so the profile is identical on each side."
  - metric: tempo
    side: 0
    value: 15
    confidence: medium
    basis: theory
    rationale: "Most of the card scores at the end of your own turn, so alpha strikes and late grabs convert immediately."
  - metric: tempo
    side: 1
    value: 15
    confidence: medium
    basis: theory
    rationale: "Mirror: both players hold this card, so the profile is identical on each side."
  - metric: complexity
    side: 0
    value: 13
    confidence: medium
    basis: theory
    rationale: "The trade differential compares this turn kills against last turn losses, which forces you to plan 2 turns ahead."
  - metric: complexity
    side: 1
    value: 13
    confidence: medium
    basis: theory
    rationale: "Mirror: both players hold this card, so the profile is identical on each side."
  - metric: exposure
    side: 0
    value: 15
    confidence: medium
    basis: theory
    rationale: "The recurring 5 VP for the enemy home objective is the most expensive real estate measured: taking it means standing where up to 74% of their deployment zone can see you."
  - metric: activationCost
    side: 0
    value: 9
    confidence: medium
    basis: theory
    rationale: "One expendable unit for the kill rider, one raid package; the rest of the army fights normally."
  - metric: exposure
    side: 1
    value: 15
    confidence: medium
    basis: theory
    rationale: "The recurring 5 VP for the enemy home objective is the most expensive real estate measured: taking it means standing where up to 74% of their deployment zone can see you."
  - metric: activationCost
    side: 1
    value: 9
    confidence: medium
    basis: theory
    rationale: "One expendable unit for the kill rider, one raid package; the rest of the army fights normally."
claims:
  - type: engine-note
    phase: whole-game
    text: "Meatgrinder pays a flat 4 VP for holding anything, so holding a second or third objective adds nothing — the VP live in kills, the trade differential and the enemy home objective."
  - type: engine-note
    phase: whole-game
    text: "Controlling the opponent home objective pays 5 VP at the end of EVERY turn from round 2, not once at the end of battle — it is the single most repeatable line on the card."
  - type: pitfall
    phase: whole-game
    text: "Spreading onto 3 objectives is a trap: it does not raise the hold line and it feeds the opponent trade differential."
  - type: cost
    side: 0
    phase: whole-game
    text: "This card moves its checkpoint during the game, so the same grab costs a full enemy turn early and nothing late — price the grab accordingly before committing a unit to it."
  - type: cost
    side: 1
    phase: whole-game
    text: "This card moves its checkpoint during the game, so the same grab costs a full enemy turn early and nothing late — price the grab accordingly before committing a unit to it."
  - type: terrain
    phase: deployment
    text: "Measured across all 45 transcribed layouts: a central objective can be held from a spot only 4.6% of the enemy deployment zone can see (best board 0%), while taking an enemy home objective means standing where a median of 47.7% of their deployment zone has line of sight, rising to 91.7% on the most exposed board. Cards that pay for enemy home objectives are charging you that difference, and the board decides the price."
    refs:
      - rule:13.08
      - rule:14.02
  - type: disruption
    side: 0
    phase: whole-game
    text: "Two levers, and both are cheap. First, screen your home from round 2: their single most repeatable line is worth 5 VP a turn, and it dies if they cannot get enough OC within range of the marker. A screen that denies the approach is cheaper than an OC contest — but if they do get a body there, matching their level of control is enough, because equal totals mean neither of you holds it. Second, stop feeding the kill rider — the card counts *units*, not points, so a lone cheap unit left in the open is a free 3 VP for them. Keep everything either out of range or behind terrain, and remember that infantry in a ruin that has not shot is Hidden and cannot be seen past 15\"."
  - type: list-building
    side: 0
    phase: list-building
    text: "Purge the Foe needs: One expendable unit that can reliably kill something on turn one — fast, enough damage to finish a target, cheap enough that losing it does not hurt. A delivery package for their home objective by round 2: deep strike, or speed plus durability. Sustained damage that is still alive in rounds 4-5. Alpha-strike lists run out of card exactly when the trade clause pays most. A cheap home screen. Two of them if their list has reserves."
  - type: layout
    phase: deployment
    text: "All three boards for this pairing are transcribed and measured. Layout 1 (diagonal halves) reads 3/20 for openness, Layout 2 (diagonal across the long axis) reads 5/20 for openness, Layout 3 (diagonal across the short axis) reads 5/20 for openness. Taking a home marker off the opponent costs 32.8% deployment-zone exposure on Layout 3 and 36% on Layout 1 — the same play, priced very differently. Central markers stay the safest ground on all three, bottoming out at 8.9% on Layout 3."
listRequirements:
  - side: 0
    role: "One expendable unit that can reliably kill something on turn one"
    count: 1
    trait:
      - expendable-bodies
      - damage
      - speed
    phase: list-building
    why: "One expendable unit that can reliably kill something on turn one — fast, enough damage to finish a target, cheap enough that losing it does not hurt."
  - side: 0
    role: "A delivery package for their home objective by round 2"
    count: 2
    trait:
      - deep-strike
      - speed
    phase: list-building
    why: "A delivery package for their home objective by round 2: deep strike, or speed plus durability."
  - side: 0
    role: "Sustained damage that is still alive in rounds 4-5"
    count: 4
    trait:
      - damage
    phase: list-building
    why: "Sustained damage that is still alive in rounds 4-5."
  - side: 0
    role: "A cheap home screen"
    trait:
      - screening
      - expendable-bodies
    phase: list-building
    why: "A cheap home screen."
  - side: 0
    role: "Two of them if their list has reserves"
    count: 2
    trait:
      - deep-strike
    phase: list-building
    why: "Two of them if their list has reserves."
dependsOn:
  corpus: "2026-05-09 23:42:21"
  gdmPack: "GDM"
status: draft
sources: []
---

## The matchup in a nutshell

Two killers, one card. Holding pays a flat 4 VP whether you own 1 objective or four, so board control is almost irrelevant — the points live in bodies, in the trade differential, and in a 5 VP-a-turn bounty on the enemy home objective. This mirror is decided by whoever gets a durable unit into the other's back yard first.

| | Purge the Foe (side 0) | Purge the Foe (side 1) |
|---|---|---|
| Card | Meatgrinder | Meatgrinder |
| Scores at | mixed | mixed |
| Hold window | 0 enemy turns | 0 enemy turns |
| Exposure | 15/20 | 15/20 |
| Activation cost | 9/20 | 9/20 |

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 Purge the Foe

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

### How you score

Kill something every turn (3 VP), hold any 1 objective (4 VP), and win the trade comparison — more enemy units dead this turn than friendly units lost last turn (5 VP). Then the big one: 5 VP at the end of **every** turn you control their home objective. A unit that lands there in round 2 and survives to round 5 is worth 20 VP on its own.

### What it costs you

The home bounty is the most expensive real estate on the table, and the trade clause punishes over-commitment a turn late. Spend a quiet turn before your big one — losses you take now poison next turn's comparison. Exposure 15/20, activation cost 9/20.

### How you break them

Two levers, and both are cheap. First, **screen your home** from round 2: their single most repeatable line is worth 5 VP a turn and dies to one screening unit in the way. Second, stop feeding the kill rider — the card counts *units*, not points, so a lone cheap unit left in the open is a free 3 VP for them. Keep everything either out of range or behind terrain, and remember that infantry in a ruin that has not shot is Hidden and cannot be seen past 15".

### What your list needs

- One expendable unit that can reliably kill something on turn one — fast, enough damage to finish a target, cheap enough that losing it does not hurt.
- A delivery package for their home objective by round 2: deep strike, or speed plus durability.
- Sustained damage that is still alive in rounds 4-5. Alpha-strike lists run out of card exactly when the trade clause pays most.
- A cheap home screen. Two of them if their list has reserves.

## Playing Purge the Foe

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

### How you score

Kill something every turn (3 VP), hold any 1 objective (4 VP), and win the trade comparison — more enemy units dead this turn than friendly units lost last turn (5 VP). Then the big one: 5 VP at the end of **every** turn you control their home objective. A unit that lands there in round 2 and survives to round 5 is worth 20 VP on its own.

### What it costs you

The home bounty is the most expensive real estate on the table, and the trade clause punishes over-commitment a turn late. Spend a quiet turn before your big one — losses you take now poison next turn's comparison. Exposure 15/20, activation cost 9/20.

### How you break them

Two levers, and both are cheap. First, **screen your home** from round 2: their single most repeatable line is worth 5 VP a turn and dies to one screening unit in the way. Second, stop feeding the kill rider — the card counts *units*, not points, so a lone cheap unit left in the open is a free 3 VP for them. Keep everything either out of range or behind terrain, and remember that infantry in a ruin that has not shot is Hidden and cannot be seen past 15".

### What your list needs

- One expendable unit that can reliably kill something on turn one — fast, enough damage to finish a target, cheap enough that losing it does not hurt.
- A delivery package for their home objective by round 2: deep strike, or speed plus durability.
- Sustained damage that is still alive in rounds 4-5. Alpha-strike lists run out of card exactly when the trade clause pays most.
- A cheap home screen. Two of them if their list has reserves.

## The three layouts

Purge the Foe mirror is played on one of three boards, and they are not the same game. All three are transcribed and measured below.

| Board | Deployment | Openness | Centre exposure | Cost to raid a home marker | No-man's-land |
|---|---|---|---|---|---|
| Layout 1 | diagonal halves | 3/20 | — | 36% | 4.8% |
| Layout 2 | diagonal across the long axis | 5/20 | — | 34.5% | 0.4% |
| Layout 3 | diagonal across the short axis | 5/20 | 8.9% | 32.8% | 12.9% |

- **Layout 1** — diagonal halves, openness **3/20**. Raiding a home marker costs **36%** exposure — real, but payable with one screened unit. No-man's-land markers sit at **4.8%**. Almost anywhere you stand near a marker (99% of legal spots) can be put fully out of sight.
- **Layout 2** — diagonal across the long axis, openness **5/20**. Raiding a home marker costs **34.5%** exposure — real, but payable with one screened unit. No-man's-land markers sit at **0.4%**. 84% of the legal holding spots can go fully out of sight — pick the spot, not the marker.
- **Layout 3** — diagonal across the short axis, openness **5/20**. The middle is free real estate: there is a legal spot within range of a central marker that only **8.9%** of the enemy deployment zone can see. Raiding a home marker costs **32.8%** exposure — real, but payable with one screened unit. No-man's-land markers sit at **12.9%**. Almost anywhere you stand near a marker (96% of legal spots) can be put fully out of sight.

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

- Round 1 — position for a guaranteed round-2 kill rather than reaching for objectives.
- Round 2 — commit the raid. Every turn you delay is 5 VP gone.
- Round 4 — if the raid failed, farm the cheapest targets available; the card counts units, not value.
