Hive Perdita Analysis

Matchup analysis → Purge the Foe mirror

Purge the Foe mirror — Meatgrinder

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

Key finding

Purge the Foe and Purge the Foe come out dead even.

Force dispositionPrimary mission cardEdge
Purge the FoeMeatgrinder10
Purge the FoeMeatgrinder10

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)
CardMeatgrinderMeatgrinder
Scores atmixedmixed
Hold window0 enemy turns0 enemy turns
Exposure15/2015/20
Activation cost9/209/20

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

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

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.

BoardDeploymentOpennessCentre exposureCost to raid a home markerNo-man's-land
Layout 1diagonal halves3/2036%4.8%
Layout 2diagonal across the long axis5/2034.5%0.4%
Layout 3diagonal across the short axis5/208.9%32.8%12.9%

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 Purge the Foe)10/20hightheoryMirror: identical cards, so the mission contributes nothing to the differential.

Purge the Foe (side 0)

MetricScoreConfidenceBasisWhy
ceiling16/20mediumtheoryKill 3 VP plus trade differential 5 VP plus enemy home 5 VP is 13 VP a turn on top of the hold line.
floor11/20mediumtheoryThe hold line is a flat 4 VP and the kill rider is nearly free, so 7 VP a round is the realistic floor.
tempo15/20mediumtheoryMost of the card scores at the end of your own turn, so alpha strikes and late grabs convert immediately.
complexity13/20mediumtheoryThe trade differential compares this turn kills against last turn losses, which forces you to plan 2 turns ahead.
exposure15/20mediumtheoryThe 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.
activationCost9/20mediumtheoryOne expendable unit for the kill rider, one raid package; the rest of the army fights normally.

Purge the Foe (side 1)

MetricScoreConfidenceBasisWhy
ceiling16/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
floor11/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
tempo15/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
complexity13/20mediumtheoryMirror: both players hold this card, so the profile is identical on each side.
exposure15/20mediumtheoryThe 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.
activationCost9/20mediumtheoryOne expendable unit for the kill rider, one raid package; the rest of the army fights normally.

Playbook

Playing Purge the Foe (side 0)

Playing Purge the Foe (side 1)

Applies to both sides

Frequently asked

Who is favoured in the Purge the Foe mirror match?

Purge the Foe and Purge the Foe come out dead even.

How do you stop your opponent scoring in the Purge the Foe mirror?

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".

What units does a Purge the Foe list need for this mission?

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.

How does the Purge the Foe primary mission card score?

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. 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.

What are the common mistakes in this matchup?

Spreading onto 3 objectives is a trap: it does not raise the hold line and it feeds the opponent trade differential.

Provenance